High Forest
Capital: None
Population: 29,088 (elves 52%, Gnolls 12%, centaurs 10%, orcs 10%, half-elves 5%, half-orcs 5%, Humans 3%, Halflings 2%)
Government: Many competing forces
Religions: Corellon Larethian, Eilistraee, Malar, Mielikki, Silvanus, Vhaeraun
Imports: Adventurers, armor, food, weapons
Exports: Ancient artifacts
Alignment: All neutral and chaotic
The High Forest is a holdover from the early days of the world, when Elves, giants, and dragons ruled a continent covered in green. The forest is Home to all the woodlands races, including aarakocras, centaurs, Drow (including Vhaeraun- and Eilistraee-worshiping surface-dwellers and Lolth-worshiping Underdark marauders), Gnolls, Gnomes, hybsils, Moon Elves, pixies, satyrs, treants, and Wild elves.
The few Humans who live or travel within the forest are usually druids, rangers, members of the Harpers, or adventurers used to surviving in environments in which they are not entirely welcome. Druids say that the forest is under the protection of the deities Eldath and Mielikki. If true, that explains how the High Forest has survived the woodcutter's axe unscathed.
The forest is too large for any one group to rule completely. At present, the greatest powers within the forest are the treants, the Wood Elves, and the centaurs.
Sidebar: Where Gods Walk.
Life and Society
The non-humans, druids, rangers, and adventurers of the High Forest live in a self-contained and self-sufficient world. Merchant caravans from Waterdeep or the Moonsea travel to Loudwater or Secomber or Everlund, human cities on the edge of the great wood, but the forest itself needs nothing that the outside world has to offer.
The denizens of the High Forest live by hunting. Some cultivate herbs, mushrooms, and other plants that can be grown under the trees or in natural clearings. The various races hunt different animals and harvest different plants - slow nomadic shuffling of the various clans and tribes keeps the forest's resources from being exhausted in the same manner that crop rotation keeps farmers lands healthy.
Many races and factions of opposed alignment and interests occupy the forest. Small-scale skirmishes between them are frequent. Large-scale conflicts only occur when one side or the other cares enough to track its enemy through difficult terrain and expend valuable magic and lives pursuing battle. The different races have zones of influence within the forest, but few attempt to exert complete control over a given territory for long.
At the moment, the most combative groups active in the forest are the Wood Elves who seek to exterminate the orcs who flow in steadily from the Spine of the World and know no other way than violence, the treants who dominate the north tip of the forest, and the Tieflings and half-fiend Elves of House Dlardrageth who still lair in underground ruins near the Nether Mountains.
Major Geographic Features
The High Forest covers a span of nearly three hundred miles from east to west and almost four hundred from north to south.
Dire Wood: A ring of completely albino oak trees surrounds these mysterious hills in the eastern High Forest. Inside the outer ring of pile oaks stands a thicker ring of blackened and petrified trees. Within the rings, normal trees and heavy undergrowth are mixed with petrified trees, all sprouting from reddish soil.
Those who pace around the outside of the Dire Wood find that it measures only four miles in circumference. Those who enter the Wood find that it expands as they travel deeper inside the rings, seemingly going on for miles of broken hills. The only break in the wild terrain occurs at the very center, where the remains of the ancient deity Karsus endure as a single red stone butte at the base of a high cliff.
A circle of magical chaos emanates from the butte, contained within the ring of sentinel trees. Aberrations that have been eradicated throughout the rest of Faerûn seem to find refuge in the Dire Wood, haunting its tortured terrain but incapable of passing beyond the outer ring.
"Wizard weather," the Dire Wood's major supernatural effect, occasionally soars out of the Wood and into the rest of the forest, blasting the forest and its inhabitants with weird magical phenomena ranging from red snow that smells like blood to rains of fireballs.
Grandfather Tree: The Uthgardt Barbarians, druids, Wood Elves, and other non-evil denizens of the High Forest hold this stupendous oak tree sacred. Members of the Tree Ghost Uthgardt tribe guard the tree, though the Grandfather is defended by its own powerful magic. An effect similar to a permanent consecrate spell encompasses the two-square-mile area within the shadow of Grandfather Tree's branches. Worshipers of Mielikki, Silvanus, Lurue, and other nature deities are affected as if by a bless spell when in Grandfather Tree's shadow.
Lost Peaks: These two small mountains at the northwest corner of the forest are Home to centaurs, satyrs, and other fey. The Fountains of Memory located on the high plateaus reflect views of the past instead of their normal surroundings. As far as anyone can tell, beings who enter the pools in an attempt to return to those past times instead teleport to random destinations.
The Star Mounts: These soaring mountains at the heart of the High Forest have been landmarks and mysterious places of legend to Humans of the North for centuries. They rise high above the trees, their heights usually cloaked in clouds, and minstrels and woodsfolk have been spinning wild tales about the mountains for as long as Humans have stared at their distant slopes and wondered who - or what - lairs there.
The Star Mounts were named for stars in the northern heavens by the Elves of fallen Eaerlann. The names Y'tellarien, or "Far Peak" to Humans; Y'landrothiel, or "Mount Journey"; and N'landorshien, or "Shadowpeak," survive today, accompanied by later human names for the other outer peaks: Bard's Hilt - Hunterhorn, and Mount Vision. These names hint at some lost and forgotten elven understanding of the peaks.
The thickly forested lands north of the Star Mounts are flat and smooth, whereas the lands to the south are gnarled, broken by ridges and gullies. The Unicorn Run and the Hartblood River both spring from these peaks, and high valleys hide in the heart of the Star Mounts. The fierce winds prevent all creatures less powerful than dragons from flying to the peaks, except that aarakocras seem to do so with ease.
In recent years, the ancient green wyrm Elaacrimalicros awakened in his lair among the highest Star Mounts and devoured most of the aarakocras. He also delights in raking intruding adventurers off mountainsides, protecting his privacy as if great treasure lies at the heart of the Star Mounts.
It well may. Elven adventurers report that huge crystals (some the size of human cottages) sprout on the Star Mount slopes. These could be dwellings or fortresses, though none look inhabited. All of these crystals create webworks of reflected light when moonlight strikes them. When the moon is full, a certain small central peak (hidden from observers outside the Star Mounts) is covered by patterns of light. These full-moon radiances are said to either open a portal to another plane, or to have the power to resurrect any creature laid within the spire-shaped ring of standing stones at the top of this hidden peak.
Unicorn Run: Flowing down from the Star Mounts in the High Forest to the valley of the River Delimbiyr, the Unicorn Run is known for its hundreds of waterfalls, its whitewater rapids, the fey communities that migrate along its banks, and occasional sightings of the creatures that gave the river its name.
Important Sites
Humans unacquainted with the High Forest could easily wander for weeks in its shaded ways, perishing of starvation or thirst before they find any particular site within its borders.
Hellgate Keep: In the days of Eaerlann, the city of Ascalhorn was a Moon elf citadel. Human refugees occupied it AFTER THE FALL of Netheril. Later the baatezu infiltrated Ascalhorn, secretly gaining control over ruling figures and the populace until 882 DR, when a number of wizards realized what had happened and summoned demons to destroy the baatezu. The warring fiends tore the city apart, and the victorious demons turned the city into the dreaded Hellgate Keep. For nearly five hundred years, Hellgate Keep gave the north end of the High Forest a bad name.
In 1368 DR, after attacks by Elves had weakened the baatezu, members of the Harpers used powerful magic to destroy Hellgate Keep, killing most of the baatezu. The great treant leader Turlang moved in to seal off the area and keep the remaining fiends from causing more damage. At the present time, after several expeditions by adventurers who evaded Turlang or bargained for passage, the smoking crater that was Hellgate Keep seems pacified.
Olostin's Hold (Village, 800): This fortified keep between Everlund and Yartar shelters some two hundred permanent inhabitants and extends protection to another six hundred human farmers and ranchers. The only permanent human settlement of significant size in the High Forest, it survives thanks to the inhabitants' properly respectful attitude for the deities of the wood.
Regional History
Long ago, when the Elves truly ruled Faerûn, the kingdom of Eaerlann held sway in the High Forest. Eaerlann fell in 882 DR when Ascalhorn became Hellgate Keep. Soon after the Elves began to slip away from the High Forest, embarking on their Retreat.
As the Elves slowly vanished, the great treant Turlang carefully gathered his strength and took control of much of the northern High Forest, the area most threatened both by orcs and by the demons and devils that once resided in Hellgate Keep. Turlang's treants have gradually pushed the boundaries of the wood, moving the tall trees up the side of the Hellgate crater, miles past the former boundaries of the High Forest proper. Simultaneously, the High Forest near Everlund has crept several miles to k the north, coming within a hero's BOWSHOT of the walls of Everlund. a In recent years, many Wood Elves who moved to Evermeet in the Retreat returned to Faerûn through portals into Evereska, then slipped northwest to join the Wild elves of the High Forest. They seek nothing less than the reestablishment of the kingdom of Eaerlann. Thus far, the effort to retake their forest consists of a determination to handle problems with elven skills and elven magic, and to drive the orcs and Gnolls from the woods.
Other Elves within the great forest have actively evil intent. In ancient Eaerlann, the sun elf mages of House Dlardrageth made pacts with demons. For their crimes they were imprisoned deep beneath what would later become Hellgate Keep. The. destruction of the Keep freed them. While seeking to piece together their former magical arsenal, they rescued other sun elf Tieflings who had been imprisoned for centuries by the Moon Elves. The various demon-spawned sun Elves have joined forces under the orders of Countess Sarya Dlardrageth (CE female half-fiend Wiz17} They may never become organized enough to pose a serious threat to the settlements of the North, but anyone who discovers their lairs in buried elven ruins outside the High Forest finds them dangerous foes indeed.
Plots and Rumors
The High Forest is not to be traveled lightly. The treant Turlang is not necessarily hostile to humanoid races, but he's not predisposed to be friendly. Adventurers traveling through Turlang's lands need to use extreme caution, excessive speed, or unusual powers of persuasion.
The Memory of Steel: A sage notes that a magic weapon newly acquired (or perhaps long held) by a character was at one point a much more powerful item. It lost many of its powers in a magical battle could be restored if dipped into one of the Fountains of Memory atop the Lost Peaks.
GEOGRAPHY
Location: Northwestern Faerun; 200 miles inland
East from the Sword Coast
Area: 150 miles by 470 miles (approx. 70k sq. mi) Area - Comparative: About the same area as the state of Washington or Missouri
LAND BOUNDARIES
•Northern Boundary: The Nether Mountains and the Evermoors run along the Northern side of the forest. The forces of Silverymoon maintain stability in the region with the exception of Orc raiders coming south from the Kingdom of Many Arrows.
•Southern Boundary: High Moor buttresses against the southern edge of High forest. The Delimbiyr river runs between them limiting access except at a few locations where the Humans have setup ferry services.
•Eastern Boundary: The GreyPeak Mountains run along the Eastern side of the forest. The Delimbiyr river stops most mountain creatures from reaching the forest but dragons and the goblin tribes are known hunt the area.
•Western Boundary: The gentle hills and plains on the Western side of the forest roll out to the Dessarin river. Trade caravans from the Sword Coast occasionally travel along the edge of the forest and thus human bandits are always found patrolling the region.
he climate of High Forest is varied. In the North, it receives significantly more precipitation and colder extremes during the winter seasons. Fauna is diverse consisting primarily of massive pines interspersed with groves of birch, spruce and Larch. The Southern region tends to be warmer and drier with a higher concentration of oak, maple and elm trees mixed among the pines.
Average Temperatures (Fahrenheit)
SUMMERWINTER
NORTH50 - 70 DEGREES-10 - 40 DEGREES
SOUTH55 - 80 DEGREES5 - 50 DEGREES
TERRAIN
Prominent terrain features include
Mountains
•Star Mounts - A massive range of mountains rising 30k feet. Feeds Heartblood river on Northern slopes.
•Lost Peaks - Twin peaks 7.5k and 8k feet tall. Feeds headwaters of Dessarin river on West side of range.
Rivers
•Heartblood River - Subtle valleys form the river basin. Water runs red until shortly after Karse then filters to clear.
•Dessarin River - Running out of the Lost Peaks and West out of the forest, the Dessarin River has Orc and Human bandits settled along the length of it.
Elevation Extremes
•Lowest Point - Not known
•Highest Point - The Star Mounts tower 30,000 feet above the forest floor.
NATURAL HAZARDS
treams and Rivers within the forest: Travelers g,% within the forest can expect to encounter a sizable stream (>5' across and/or 4' deep) semi-regularly (50% occurrence on a normal travel day). Fording a wagon across these streams can
slow a day's travel by 30 %. In the Springtime, they often flash flood due to heavy rains upstream.
Forest Fires: During the Summer months, the Southern forest occasionally will catch fire.
Sometimes these are intentionally started by humanoids either to drive prey into hunting zones or more often out of chaotic malice.
Under the right conditions these fires can travel quickly through the forest and be a danger to travelers. In most areas, the fires will leap from treetop to treetop leaving plenty of area on the ground for creatures to take shelter. The GM can roll 2d10 to determine difficulty of finding shelter. Characters can use their Survival skill to check against the rolled DC. On a successful roll, the PC's take shelter for 1d4 hours before the fire passes. On a failure, they take 1d6 poison damage from the smoke. Each round thereafter, the GM rolls 2d10 and the player may try to find shelter again BUT their check is done with disadvantage if they have taken damage from the smoke to simulate the choking and lack of vision they have.
Wind Storms: During the Spring and Fall seasons, wind storms through High Forest. Wind gusts of 80 to 110 miles per hour can buffet the trees and break off large branches or uproot them entirely. Travelling during these storms is exceedingly dangerous. If the PC's find shelter against the storm, they will be safe from harm. Travelers trying to move during the storm must make a Survival check each hour of DC15 to avoid being hit by falling debris.
If a PC fails their check, roll 1d4.
1: BRANCH BLOWS THROUGH CAUSING 1 D4 DAMAGE. 2: LARGE BRANCH FALLS CAUSING 1 D10.
PEOPLE AND SOCIETY
RACES
Elves - 52% (Wood 35%, Wild 17%)
Gnolls - 12%
Centaurs - 10%
Orcs - 10%
Humans - 6%
Half-elves - 4%
Half-orcs - 3%
Halflings - 2%
he primary factions with influence in Northern High Forest include The
Grandfather Tree, his arboreal supporters and the Wood Elves. Kanyrr Vhok and the remnants of House Dlardrageth exert influence from inside Hellgate Keep through a network of fiendish allies.
Middle High forest is patrolled by Wood Elves but is the hunting grounds of dragons and orcs raiding out from the Star Mountains. The undead in Karse haunt a wide berth around the city ruins.
GOVERNMENT
Factions: the following groups are active in High
Forest.
•Beastlord: the Beastlord is also known as the Lord of the Hunt. His followers include Druids, Rangers, Barbarians, Lycanthropes and other intelligent predators. Primarily found West of the Star Mounts, Beastlord followers are nomadic and can be found in hunting parties anywhere within the Forest.
•BloodAxes: a Dwarven mercenary group operating out of Sundabar. They will occasionally be found escorting caravans though Northern High Forest. The servants of the forest are not allies to the Bloodaxe mercenaries but allow the passage as the follow
a strict protocol not to harm the woods when travelling.
Caerilcarn: The Council of the Wood is a group of Wood and Moon elf elders who share a common dream of raising a new capital city of Eaerlann within Northern High Wood.
Chloracridara: An ancient green dragon lairing within Mhilamniir. It has allied with several different human tribes to act as agents for it in Northern High Forest and is protecting a large brood of wormlings.
Clan Auzkovyn: A small clan of Drow consisting of male Drow runaways and rouges living around Cormanthor. They were mostly driven out of the forest by the Wood Elves.
They follow the god Vhaeraun and have a trading surface enclave called "Dragon's Hoard".
•Druids: Many druids make pilgrimages to sacred locations within High Forest. They follow a wide range of goals.
o Several groups focus their activities just to High Forest. These are the followers of the Earthmother goddess Chauntea and the Eldath Guardian of Groves.
o The Druids of the Tall Trees are a secretive order who allow few others in to the Tall Trees woods and groves. They aggressively fight expansion of humanoids into the forest.
o Emerald Enclave agents are also active in all of High Forest. These agents are not unified, they have two factions; one supporting good (Protectors) and one supporting evil (Defenders). These groups are not focused on fighting each other but are also not hesitant to destroy forces of the other if need be.
Fey'ri: Half Demon / half Gold Elven fiends that lurk in secluded locations within High Forest. They are hunted the all of the Elves of High Forest so usually will keep a very low profile.
•Girondi and Belcondi Barbarian Tribes: these Human barbarians make excursions into Southern High Forest from The High Moor.
The Barbarians use High Forest as a proving ground and can be found hunting beasts to show their worthiness.
Half Elf Renegades: This bandit group of about 100 members raids along the Delimbiyr River from Shining Falls all the way to Secomber. They are rumored to fund their operations by kidnapping Gold Elves and selling them to the Fey'ri.
High Forest Scouts: These Elven rangers are devoted to protecting the forest from all evil humanoids. They generally work alone or in pairs and are strong allies of the various druids within the Forest.
•Deep Imaskari: Humans lairing in the Underdark near the Star Mounts. They are descendants of magic using slavers who used portals to abduct humanoids from other planes.
Imvaernarho: This ancient Red Dragon makes his lair in the Star Mounts. He is trying to expand his influence to the Silver Marches and can occasionally be found hunting between his lair and the Silver Marches.
Leira: The Lady of Mists. She is a goddess that has been found active around the Hall of Mists. Her goals are unknown and many think she may have perished.
•Mistmaster: A Human Illusionist of great power. He used the Gatekeeper's Crystal to destroy Hellgate Keep. In 1374 DR he joined the High Mages and is usually found in the High Moor.
•Morgwais: A WoodElf Ranger/Bard/Harper known as the Red Lady or Lady of the Wood. She is working to unite the Elves in the Eastern forest and expand the influence of New Eaerlann.
•Knights of the Unicorn: These are followers of Lurue - goddess of Unicorns and companion of Mielikki. They are protectors of the Fey within High Forest.
Orcs of Many-Arrows: Hunting and war parties of this tribe can be found throughout High Forest. In the winter months, their numbers surge as the Orcs of the North migrate South seeking food and shelter.
•Orcs of the Redclaw and Blue Feather Tribes: The Orcs come from the south in the High Moor and can be found primarily in the South and Eastern parts of High Forest.
•Shadoweirs: This religious knighthood is made up of Half-Elf Rangers and Druids working to regrow parts of the High Forest that have receded. They respond aggressively to incursions by loggers into High Forest and are often found warring with Dwarves who come into the forest seeking ironwood.
•Silver Marches: A confederation of 9 cities located North of High Forest. The Silver Marches play a vital role in protecting the Northern forest from raids launched by the Orcs of the North.
•Tree Ghost Tribe: A tribe of Uthgardt Barbarians that long ago split from the Blue Bear tribe. They act as guardians of the area around the Grandfather tree's ancestral mound.
•Wulgreth: A powerful Lich lairing in Karse. He has a vast number of undead at his command. A deathknight named Jhingleshod the Iron Axeman acts as his captain. Wulgreth plots revenge against the descendants of Evereska in the Southeast for stealing the Karsestone.
RELIGION
Several deities take an active role in High Forest.
Rarely taking direct action, they influence the
region through agents and subterfuge.
•Corellon Larethian: Greater god. Creator of the Elves, Chaotic Good Elves, Magic, Music, Arts, Crafts, Warfare and Poetry. Domain of Chaos, Good, Protection and War.
•Silvanus: Greater god. Treefather/Oak Father. Neutral God of Nature and Druids. Domain of Life, Storms and Wilderness. Served by Malar, Umberlee, Auril, Mielikki and Eldath.
•Mielikki: Intermediate god. The Forest Queen, The Supreme Ranger. Goddess of Dryads, Forests, Forest Creatures and Rangers. Domain of Freedom and Wilderness.
•Eilistraee: Lesser god. The Dark Maiden. Chaotic Good goddess of Song, Beauty, Dance, Swordwork, Hunting and Moonlight.
•Malar: Lesser god. The Beastlord. Evil god of Bloodlust, Evil Lycanthropes, Hunters,
Stalking. Domain of Animals, Chaos, Evil, Moon and Strength.
•Vhaeraun: Lesser god. The Masked Lord. Chaotic Evil god of Thievery, Drow males and evil activity on the surface world. Domain of trickery. Returned to life in 1480 DR
•Bhaal: Lesser god. God of Murder, Violent Death
COMMUNICATIONS
•The Treants are able to communicate with other Treants across the entire forest. Although it's rarely employed, they also can remotely create druidic symbols to communicate through druidspeak.
•The Wood Elves rely primarily on the use of the spell Animal Messenger to communicate long distances. They also send out trading caravans which carry and collect messages to areas outside the forest.
•The Druids of the forest rely on the spell Animal Messenger to communicate long distances and leave extensive details about the surrounding areas for any who can decipher the code of Druid Speak.
TRANSPORTATION
There are few major roads through High Forest.
•In the South, The Iron Road follows the Unicorn Run river past the Stronghold of the Nine to Nordahaeril. Past the Stronghold, the ancient roadway is fragmented and often long washed out for 15 to 20 miles at a time.
•In the Northeast, a wide elven trail leads from Elven Port all the way West to Mhilamniir.
•An ancient marble road runs from the Dead City of Karse, past Mhilamniir to the Northern boundary of the forest.
The Rivers in and around the forest provide the
easiest (if not entirely safe) travel.
•The Delimbiyr River runs the length of the Eastern side of High Forest.
•The River Rauvin runs along the Northern border of the forest.
•The Heartblood River runs from the center of the forest from the Star Mounts and exist on the eastern side. The waters are usually navigable from Karse to where the river meets the Delimbiyr.
•The Dessarin River begins in the Lost Peaks but isn't navigable until it exits the forest past Lothn of the Silver Spires.
AREAS SURROUNDING HIGH FOREST
There are many important sites located nearby the
High Forest. Here are some of the primary one
along with a brief description.
Northern Area
•Ammarindar - was founded in -4100 DR as the capital of the Dwarven Kingdom of Ammarindar. It fell to Orc and Demon hoards in 882 DR and was claimed by the Demons of Hellgate Keep in 1220 DR. Now remnants of the Scourged Legion and other foul beasts still lair in the ruins of the city led by a Tanarukk Warchief Ghaarzhvex.
•Striding Giant Rapids - This section of the River Rauvin is rougher than normal. Standing near the middle of the river is a petrified Hill Giant, his arms raised above the flow and face grimacing. There is a curse upon the Giant that anyone disturbing it will meet a terrible fate, thus no one has attempted to clear Fit from the river.
•Lady's Hand Monastery - This monastery is devoted to Loviatar, the evil goddess of agony and a servant of Bane. Several times it's been assaulted and each time has repelled great numbers of foes. It's master (Lorthalee Shamrass) has access to powerful Netherese magic and about 90 Human and Half Elf priests supporting her.
•Glaurachyndaar - the City of Scrolls, formerly Myth Glaurach is a ruined Eaerlanni city. It was a garden city with ornate buildings and white domes built upon the remains of an Aryvandaaran city. There is a number of portals present beneath the grand mages palace and the remains of a Mythal partially destroyed but still capable of preventing acid, conjuration, death, evil or fire spells being cast nearby.
Southern Area
•Shining Falls - a beautiful 120 ft tall waterfall on the Delimbiyr river. At the top of the falls stands a granite tower formerly belonging to the mage Silifrey the Spreystrider. The tower is warded to give life to any evil spell cast within its walls that will then attack its caster. A large group of Strongheart Halfings now occupy the tower and village around it. It's rumored that the Zhentarim have a hidden base nearby.
•Loudwater - approximately 2000 Humans, Half-elves and Elves live in this town. Most caravans travelling along the southern side of High Forest stop here so it's a hub of trade and opportunity. Rumors abound that the Zhentarim control all trade in this town.
•Zelbross - this small hamlet was once reknowned for its clay smoking pipes. Sadly, now it lies in ruins. Dwellings for 120 people, an inn and a tavern still stand but are rapidly decaying.
•Uluvin - A millennia ago, Uluvin was a village of 600 farmers and ranchers. The town was annihilated by a Shadow-dragon and now is Home to a variety of walking dead
Там, где ходят боги
Глубины Высокого Леса опасны, таинственны, и так или иначе загадочны или странны — не только злом темной магии, скрывающимися глазами и странной погодой, но также и "добрыми" тайнами.
Божества природы, диких существ и роста растений кажутся здесь активными и живыми. Тут - их мощь, и друидов иногда "призывают" сюда видения о рощах, скрытых глубоко во мраке. Тайны растут вдоль просек старых, укрытых мхом деревьев и солнечных полян, бегущих на юго-запад от Звездных Гор по обоим берегам Бега Единорога.
Также барды и простой народ полагают, что некоторые божества — от Льюру и Силвануса до Милики и Эльдат — лично посещают реку в облике животных. По этой причине мудрые путешественники не желают вредить или грубить любому существу, от слизняка или улитки до фазана, которого они встречают "по Бегу".
Те, кто рискуют подняться далеко вверх по реке, говорят, что земля становится разбитой и потрескавшейся, деревья создают туннели и почти что пещеры, но Бег прорезает сквозь них медленные, широкие петли и кривые, вырезая утесы и ущелья. Это - легендарные Сестры, и те, кто их видели, клянутся, что это самое красивое место на всем Фаэруне.
Река здесь спускается со Звездных Гор и питается притоками, проходящими через Сестер каскадами и водопадами. Туманы висят пластами, и водоемы по сторонам увлажнены падающими туманами, от которых делается пышнее плащ окружающей растительности. На утесах и высоких плато вокруг водопадов живут кентавры, лепреконы, эльфы, наяды, нереиды и сильфиды. Дриады живут в деревьях с обеих сторон Бега ниже Сестер, и есть кое-какие свидетельства того, что они служат стражами, предупреждая тех, кто находится вверх по реке, о подходе вторгшихся.
Тем, кто приходит сюда отмеченным неким невидимым покровительством одного или нескольких божеств природы, они бесспорно позволяют пройти, и существа Сестер не скрываются и не избегают таких Одобренных. Наблюдая восход луны над Сестрами, в ее свете можно рассмотреть единорога на вершине утеса - знак благословения Милики.
Высокий Лес
Столица: Нет
Население: 29,088 (эльфы 52%, гноллы 12%, кентавры 10%, Орки 10%, люди 6%, полуэльфы 4%, полуорки 3%, халфлинги 1%) Правительство: Много конкурирующих сил
Религии: Кореллон Ларетиан, Илистри, Малар, Милики, Шиаллиа, Силванус, Ваэрон
Импорт: Авантюристы, доспехи, продовольствие, оружие
Экспорт: Древние артефакты
Мировоззрение: Любое нейтральное и хаотичное
Высокий Лес - реликт ранних дней мира, когда эльфы, гиганты и драконы управляли континентом, покрытым зеленью. В лесу живут все рас ы лесист ой местност и, включая ааракокр, кентавров, дроу (включая и поклоняющихся Ваэрону и Илистри поверхностных обитателей, и поклоняющихся Лолс мародеров из Подземья), гноллов, гномов, хайбсилов, лунных эльфов, пикси, сатиров, треантов и диких эльфов.
Немногие люди, живущие или путешествующие в пределах леса - обычно друиды, рейнджеры, члены Арфистов или авантюристы, выживающие в окружающей среде, в которой их не ждут.
Друиды говорят, что лес находится под защитой божеств Эльдат и Милики. Если это истина, это объясняет, как Высокий Лес пережил невредимым топоры лесорубов.
Лес слишком велик, чтобы какая-либо группа могла пройти его полностью. В настоящее время самые большие силы в пределах леса - треанты, лесные эльфы и кентавры.
Жизнь и общество
Нелюди, друиды, рейнджеры и авантюристы Высокого Леса живут в замкнутом и самостоятельном мире. Торговые караваны из Уотердипа или Лунного Моря путешествуют в Лодуотер, Секомбер, или Эверлунд, человеческие города на краю великого леса, но сам лес не нуждается ни в чем, что может предложить ему внешний мир.
Жители Высокого Леса живут охотой. Некоторые выращивают травы, грибы и другие растения, которые можно растить под деревьями или на естественных полянах. Различные расы охотятся на различных животных и растят различные растения — медленное кочевое передвижние различных кланов и племен предохраняет ресурсы леса от истощения, так же как севооборот держит здоровыми фермерские земли.
Лес занимает многожество рас и фракций противоположных мировоззрений и интересов. Стычки небольшого масштаба между ними довольно часты. Крупномасштабные конфликты происходят, только если одна или другая сторона выслеживает врага в сложном ландшафте и тратит в сражении ценную магию и жизни. Различные рас ы имеют в пределах леса зоны влияния, но уже долгое время не было попыток взять полный контроль над данной территорией.
В настоящее время самые боевые группы, действующие в лесу - лесные эльфы, стремящиеся истреблять орков, устойчиво текущих с Хребта Мира и не знающих никакого другого пути, кроме насилия, треанты, доминирующие в северной оконечности леса, и тифлинги и эльфы-полуизверги Дома Длардрагет, все еще живущие в подземных руинах около Нетерских Гор.
Главные географические особенности
Высокий Лес охватывает промежуток почти в три сотни миль с востока на запад и примерно столько же - с севера на юг.
Ужасный Лес: Кольцо дубов-альбиносов окружает эти таинственные холмы в восточном Высоком Лесу. Внутри внешнего кольца бледных дубов находится более густое кольцо почерневших и засохших деревьев. В пределах колец нормальные деревья и густой подлесок пере мешаны с засохшими деревьями, торчащими из красноватой почвы.
Те, кто обходили вокруг внешней стороны Ужасного Леса, обнаружили, что он измеряется всего четырьмя милями в окружности. Те, кто входят в Лес, понимают, что он расширяется по мере их путешествия вглубь колец, по-видимому, продолжаясь на мили разбитых холмов. Единственный перерыв в диком ландшафте происходит в самом центре, где находятся остатки древнего божества Карсуса, выглядящие как одиночный красный бутовый камень у подножия высокого утеса.
Круг магического хаоса исходит от бутового камня, содержащегося внутри кольца деревьев-стражей. Аберрации, которые были уничтожены повсюду на остальной части Фаэруна, похоже, находят убежище в Ужасном Лесу, заполоняя его замученный ландшафт, но не способны выйти за пределы внешнего кольца.
"Погода Волшебника", мощный сверхъествественный эффект Ужасного Леса, иногда прорывается из него и в остальную часть леса, разрушая лес и его жителей сверхъестественными магическими явлениями - от красного снега, который пахнет кровью, до дождей из огненных шаров.
Дедушка-Дерево: Варвары Утгарда, друиды, лесные эльфы и другие незлые жители Высокого Леса считают этот громадный дуб священным. Члены утгардского племени Призрака Дерева охраняют дерево, хотя Дедушка защищен своей собственный мощной магией. Эффект, подобный постоянному заклинанию освящение, охватывает область в две квадратных мили в пределах тени ветвей Дедушки- Дерева. На прихожан Милики, Силвануса, Льюру и других божеств природы нахождение в тени Дедушки-Дерева воздействует как будто заклинанием благословление.
Потерянные Пики: Эти две маленькие горы в северо-западном углу леса - дом кентавров, сатиров и других фей-народов. Фонтаны Памяти, расположенные на высоких плато, отражают прошлое вместо настоящего. Говорят, что существа, входящие в водоем в попытке вернуться в прошлое, вместо этого телепортируются в случайное место.
Звездные Горы: Эти взмывающие ввысь горы в сердце Высокого Леса столетиями были ориентирами и объектами таинственных легенд народов Севера. Они вздымаются намного выше деревьев, их вершины, обычно скрыты облаками, и менестрели и лесные жители слагали дикие сказки о горах, пока люди смотрели на их отдаленные склоны и задавались вопросом - кто или что устроило там свои логовища?
Звездные Горы были названы по имени звезд северных небес эльфами падшего Ирлэнна. Имена И'теллариэн, или "Далекий Пик" на человеческом; И'лэндротиэл, или "Гора Путешествия"; и Н'лэндоршиэн, или "Теневой Пик", сохранились до наших дней, наряду с более поздними человеческими названиями других внешних пиков: Холм Барда, Охотничий Рог и Гора Видения. Эти названия намекают на некое утерянное и забытое эльфийское понимание пиков.
Плотнолесистые земли к северу от Звездных Гор плоски и гладки, принимая во внимание, что земли на юге скрючены, сломаны горными хребтами и оврагами. Бег Единорога и Река Хартблуд питаются источниками с этих пиков и высоких долин, скрытых в сердце Звездных Гор. Жестокие ветры не дают существам, менее мощным, чем драконы, лететь к пикам, за исключением того, что ааракокры, похоже, делают это без проблем.
Любой, в ком есть хоть капля эльфийской крови, почувствует, войдя в Высокий Лес, как она начина¬ет бродить. Сам возраст и мощь деревьев, глубина их корней, ветер, шепчущий в их листьях, - всё это взывает к нам. Обширный зеленый плащ посреди Севера, Высокий Лес - напоминание об ушедших эпохах, когда густые леса накрывали большую часть Фаэруна, и самые разные лесные существа жили среди деревьев. Даже сегодня Высокий Лес едва ли узнал поступь и прикосновение людей, а среди его флоры доминируют древние растения.
Эльфийские сообщества в лесу как правило небольшие и часто кочевые. Частично, это объясня¬ется желанием сохранить лес нетронутым, но здесь есть и руины, например, руины Аскалхорна, которые теперь называют Лощина Адских Врат, которые напоминают нам о павших городах и империях прошлого.
Высокий Лес когда-то дал приют под своими кронами трем великим эльфийским королевствам, и их скелеты все еще лежат меж корней его деревь¬ев. Многие племена лесных эльфов и несколько племен лунных эльфов все еще бродят по нему, защищая эти руины - памятники их золотому веку. За пределами леса мало кому что известно об этих эльфах, у которых нет единого лидера, и которые не имеют контактов с внешним миром. Путеше¬ствующие через Высокий Лес всегда должны быть начеку с встречными эльфами, потому что никогда нельзя быть уверенным, когда и почему окончится их гостеприимство, а любое обещание безопасного прохода от одной группы эльфов может ничего не обозначать для другой.
Одна эльфийка пытается переменить эту ситу¬ацию. Известная как Красная Леди, или просто Леди Леса, Моргвэй - лесная эльфийка, пытающаяся объединить разрозненные племена. Она возглавля¬
ет Кэрилкарн, «Совет Леса», который периодически собирает племенных вождей для обмена информа¬цией, консультаций и обсуждений.
Она заявляет своей целью воскрешение коро¬левства Иэрланн, и она сделала несколько смелых шагов в этом направлении, объединив поселения Нордахаэрил, Реитеиллаэтор и Теусимантаар (кото¬рые большинство называет Высокие Деревья). Но пока что эльфов, которые разделяют эту цель, не так многою и они рассредоточены по восточным частям Высокого Леса.
В Высоком Лесу также обитают сильванские существа, такие как феи, сатиры, дриады, треанты. Неудивительно, что, войдя в лес почти сразу чув¬ствуешь на себе взгляд невидимых наблюдателей.
Нигде в лесу это чувство так не осязаемо, как около Прадеда, дуба, размером превышающего ваши самые смелые представления о возможных разме¬рах дерева. Прадед также является священным ме¬стом Утгардтского племени Древесных Призраков. Четыре меньших дуба, которые по размеру огром¬ные, но все же меньше Прадеда, отмечают границы этого священного места, защищая Прадеда и помо¬гая тем, кого местные духи сочтут достойным этого, ускоряя природное лечение.
Магия телепортация здесь часто работает непра¬вильно, а пещеры под этим местом, говорят, содер¬жат множество волшебных порталов.
Если за посетителями наблюдают не эльфы, феи или сами деревья, то это будут кентавры, живущие в Высоком Лесу, и считающие своей территорией плато около истоков Бега Единорога. Десятилети¬ями кентавры множились в числе, и вскоре они могут разделить свои племена и захватить себе новые территории. Здесь также встречаются пегасы и единороги, и даже легендарные ааракокры, крыла¬тые люди-птицы, живут среди пиков в сердце леса.
В глубинах леса находится целый горный хребет под названием Звездные Горы. Постоянные силь¬ные ветра не позволяют более слабым летающим существам приблизиться к пикам гор, за странным исключением ааракокр, у которых там когда-то была родина, пока их не выжил оттуда дракон. Большин¬ство пиков можно увидеть только издалека, и с такого расстояния они сверкают странными мас¬сивными кристаллами, которыми усеяны их склоны. Известно также, что здесь есть богатые залежи железа и никеля, однако никто не добывал их не¬сколько сотен лет.
Звездные Горы - источник вод Бега Единорога, которые пробиваются сквозь скалы нижних отрогов гор, создавая скопление ущелий и скал, называемых Сестры. Вид здешних каскадных водопадов поисти¬не захватывает дух, вполне оправдывая труднодо- ступность, которую приходится преодолеть, чтобы их увидеть. Сестры укутывает туман, который так¬же подпитывает растительность на местных плато.
К северу истоки реки Дессарин стекают со склонов гор поменьше, которые называют Затерянные Пики.
Проклятые руины Карс гораздо менее идилли¬ческие. Здесь находятся останки великой ереси нетерильского волшебника Карсуса, который стре¬мился обрести божественность, убил богиню магии и принес конец эпохи и неслыханные разрушения по всему миру
В далекие-далекие времена, когда Высокий Лес охватывал земли от Реки Дессарин до Серых Пиков, поднимались многочисленные эльфийские и дварфские царства. Дварфские королевства были сильны своими работами с металлом и камнем, в то время как эльфы взращивали великие цивилизации. В течение многих веков эти царства процветали, перенося повторяющиеся вторжения орков, войны среди эльфов и налеты из Подземья. Однако, в конечном счете все эти цивилизации были обречены на падение.
Единственный акт призывания извергов, имевший место почти пятьсот лет назад, привел к демоническому пожарищу, пожравшему эльфийские королевства Высокого Леса и его соседей, навсегда изменив Север. Высокий Лес и его горы вновь стали дикими и заросшими местами, в которых лежат утерянные чудеса этих ушедших цивилизаций.
Высокий Лес усеян руинами трех эльфийских цивилизаций, последовавших за древним Эривандааром. Здесь, в глубоком лесу, далеко от более известных руин Кормантира, лежат старые останки великих лесных обществ, некогда селившихся под этими деревьями. Изящная архитектура этих забытых эльфийских городов все еще удивительно хорошо сохранилась. Тонкие шпили, красивые башни и древние храмы предлагают фантастические места для исследования их авантюристами, антикварами и искателями сокровищ. Магия мифалей, защищающих эти места, значительно уменьшилась с уходом эльфов из Высокого Леса, но эти древние защиты все еще довольно сильны.
В горах к северу и к востоку от Высокого Леса щитовые дварфы древности высекли два великолепных царства. В пределах Серых Пиков, Нетерских Гор, Горы Ровин и Ледяных Гор лежат руины многих великих дварфских твердынь того периода. Большинство великих залов, лабиринтообразных шахт и массивных литейных заводов этих царств все еще целы и невредимы, словно завещание долговечности дварфских работ по камню.
Высокий Лес Высокий Лес Любой, в ком есть хоть капля эльфийской крови, почувствует, войдя в Высокий Лес, как она начина- ет бродить. Сам возраст и мощь деревьев, глубина их корней, ветер, шепчущий в их листьях, - всё это взывает к нам. Обширный зеленый плащ посреди Севера, Высокий Лес - напоминание об ушедших эпохах, когда густые леса накрывали большую часть Фаэруна, и самые разные лесные существа жили среди деревьев. Даже сегодня Высокий Лес едва ли узнал поступь и прикосновение людей, а среди его флоры доминируют древние растения. Эльфийские сообщества в лесу как правило небольшие и часто кочевые. Частично, это объясня- ется желанием сохранить лес нетронутым, но здесь есть и руины, например, руины Аскалхорна, которые теперь называют Лощина Адских Врат, которые напоминают нам о павших городах и империях прошлого. Высокий Лес когда-то дал приют под своими кронами трем великим эльфийским королевствам, и их скелеты все еще лежат меж корней его деревь- ев. Многие племена лесных эльфов и несколько племен лунных эльфов все еще бродят по нему, защищая эти руины - памятники их золотому веку. За пределами леса мало кому что известно об этих эльфах, у которых нет единого лидера, и которые не имеют контактов с внешним миром. Путеше- ствующие через Высокий Лес всегда должны быть начеку с встречными эльфами, потому что никогда нельзя быть уверенным, когда и почему окончится их гостеприимство, а любое обещание безопасного прохода от одной группы эльфов может ничего не обозначать для другой. Одна эльфийка пытается переменить эту ситу- ацию. Известная как Красная Леди, или просто Леди Леса, Моргвэй - лесная эльфийка, пытающаяся объединить разрозненные племена. Она возглавля ет Кэрилкарн, «Совет Леса», который периодически собирает племенных вождей для обмена информа- цией, консультаций и обсуждений. Она заявляет своей целью воскрешение коро- левства Иэрланн, и она сделала несколько смелых шагов в этом направлении, объединив поселения Нордахаэрил, Реитеиллаэтор и Теусимантаар (кото- рые большинство называет Высокие Деревья). Но пока что эльфов, которые разделяют эту цель, не так многою и они рассредоточены по восточным частям Высокого Леса. В Высоком Лесу также обитают сильванские существа, такие как феи, сатиры, дриады, треанты. Неудивительно, что, войдя в лес почти сразу чув- ствуешь на себе взгляд невидимых наблюдателей. Нигде в лесу это чувство так не осязаемо, как около Прадеда, дуба, размером превышающего ваши самые смелые представления о возможных разме- рах дерева. Прадед также является священным ме- стом Утгардтского племени Древесных Призраков. Четыре меньших дуба, которые по размеру огром- ные, но все же меньше Прадеда, отмечают границы этого священного места, защищая Прадеда и помо- гая тем, кого местные духи сочтут достойным этого, ускоряя природное лечение. Магия телепортация здесь часто работает непра- вильно, а пещеры под этим местом, говорят, содер- жат множество волшебных порталов. Если за посетителями наблюдают не эльфы, феи или сами деревья, то это будут кентавры, живущие в Высоком Лесу, и считающие своей территорией плато около истоков Бега Единорога. Десятилети- ями кентавры множились в числе, и вскоре они могут разделить свои племена и захватить себе новые территории. Здесь также встречаются пегасы и единороги, и даже легендарные ааракокры, крыла- тые люди-птицы, живут среди пиков в сердце леса. В глубинах леса находится целый горный хребет под названием Звездные Горы. Постоянные силь- ные ветра не позволяют более слабым летающим существам приблизиться к пикам гор, за странным исключением ааракокр, у которых там когда-то была родина, пока их не выжил оттуда дракон. Большин- ство пиков можно увидеть только издалека, и с такого расстояния они сверкают странными мас- сивными кристаллами, которыми усеяны их склоны. Известно также, что здесь есть богатые залежи железа и никеля, однако никто не добывал их не- сколько сотен лет.
Звездные Горы - источник вод Бега Единорога, которые пробиваются сквозь скалы нижних отрогов гор, создавая скопление ущелий и скал, называемых Сестры. Вид здешних каскадных водопадов поисти- не захватывает дух, вполне оправдывая труднодо- ступность, которую приходится преодолеть, чтобы их увидеть. Сестры укутывает туман, который так- же подпитывает растительность на местных плато. К северу истоки реки Дессарин стекают со склонов гор поменьше, которые называют Затерянные Пики. Проклятые руины Карс гораздо менее идилли- ческие. Здесь находятся останки великой ереси нетерильского волшебника Карсуса, который стре- мился обрести божественность, убил богиню магии и принес конец эпохи и неслыханные разрушения по всему миру.
Столица: Нет
Население: 29,088 (эльфы 52%, гноллы 12%, кентавры 10%, Орки 10%, люди 6%, полуэльфы 4%, полуорки 3%, халфлинги 1%)
Правительство: Много конкурирующих сил
Религии: Кореллон Ларетиан , Илистри , Малар , Милики , Шиаллиа , Силванус , Ваэраун
Импорт: Авантюристы, доспехи, продовольствие, оружие
Экспорт: Древние артефакты
Мировоззрение: Любое нейтральное и хаотичное
Высокий Лес - реликт ранних дней мира, когда эльфы, гиганты и драконы управляли континентом, покрытым зеленью. В лесу живут все расы лесистой местности, включая ааракокр, кентавров, дроу (включая и поклоняющихся Ваэрону и Илистри поверхностных обитателей, и поклоняющихся Лолс мародеров из Подземья), гноллов, гномов, хайбсилов, лунных эльфов, пикси, сатиров, треантов и диких эльфов.
Немногие люди, живущие или путешествующие в пределах леса - обычно друиды, рейнджеры, члены Арфистов или авантюристы, выживающие в окружающей среде, в которой их не ждут.
Друиды говорят, что лес находится под защитой божеств Эльдат и Милики. Если это истина, это объясняет, как Высокий Лес пережил невредимым топоры лесорубов.
Лес слишком велик, чтобы какая-либо группа могла пройти его полностью. В настоящее время самые большие силы в пределах леса - треанты, лесные эльфы и кентавры.
Жизнь и общество
Нелюди, друиды, рейнджеры и авантюристы Высокого Леса живут в замкнутом и самостоятельном мире. Торговые караваны из Уотердипа или Лунного Моря путешествуют в Лодуотер, Секомбер, или Эверлунд, человеческие города на краю великого леса, но сам лес не нуждается ни в чем, что может предложить ему внешний мир.
Жители Высокого Леса живут охотой. Некоторые выращивают травы, грибы и другие растения, которые можно растить под деревьями или на естественных полянах. Различные расы охотятся на различных животных и растят различные растения - медленное кочевое передвижние различных кланов и племен предохраняет ресурсы леса от истощения, так же как севооборот держит здоровыми фермерские земли.
Лес занимает многожество рас и фракций противоположных мировоззрений и интересов. Стычки небольшого масштаба между ними довольно часты. Крупномасштабные конфликты происходят, только если одна или другая сторона выслеживает врага в сложном ландшафте и тратит в сражении ценную магию и жизни. Различные расы имеют в пределах леса зоны влияния, но уже долгое время не было попыток взять полный контроль над данной территорией.
В настоящее время самые боевые группы, действующие в лесу - лесные эльфы, стремящиеся истреблять орков, устойчиво текущих с Хребта Мира и не знающих никакого другого пути, кроме насилия, треанты, доминирующие в северной оконечности леса, и тифлинги и эльфы-полуизверги Дома Длардрагет, все еще живущие в подземных руинах около Нетерских Гор.
Главные географические особенности
Высокий Лес охватывает промежуток почти в три сотни миль с востока на запад и примерно столько же - с севера на юг.
Ужасный Лес: Кольцо дубов-альбиносов окружает эти таинственные холмы в восточном Высоком Лесу. Внутри внешнего кольца бледных дубов находится более густое кольцо почерневших и засохших деревьев. В пределах колец нормальные деревья и густой подлесок перемешаны с засохшими деревьями, торчащими из красноватой почвы.
Те, кто обходили вокруг внешней стороны Ужасного Леса, обнаружили, что он измеряется всего четырьмя милями в окружности. Те, кто входят в Лес, понимают, что он расширяется по мере их путешествия вглубь колец, по-видимому, продолжаясь на мили разбитых холмов. Единственный перерыв в диком ландшафте происходит в самом центре, где находятся остатки древнего божества Карсуса, выглядящие как одиночный красный бутовый камень у подножия высокого утеса.
Круг магического хаоса исходит от бутового камня, содержащегося внутри кольца деревьев-стражей. Аберрации, которые были уничтожены повсюду на остальной части Фаэруна, похоже, находят убежище в Ужасном Лесу, заполоняя его замученный ландшафт, но не способны выйти за пределы внешнего кольца.
"Погода Волшебника", мощный сверхъествественный эффект Ужасного Леса, иногда прорывается из него и в остальную часть леса, разрушая лес и его жителей сверхъестественными магическими явлениями - от красного снега, который пахнет кровью, до дождей из огненных шаров.
Дедушка-Дерево: Варвары Утгарда, друиды, лесные эльфы и другие незлые жители Высокого Леса считают этот громадный дуб священным. Члены утгардского племени Призрака Дерева охраняют дерево, хотя Дедушка защищен своей собственный мощной магией. Эффект, подобный постоянному заклинанию освящение, охватывает область в две квадратных мили в пределах тени ветвей Дедушки-Дерева. На прихожан Милики, Силвануса, Льюру и других божеств природы нахождение в тени Дедушки-Дерева воздействует как будто заклинанием благословление.
Потерянные Пики: Эти две маленькие горы в северо-западном углу леса - дом кентавров, сатиров и других фей-народов. Фонтаны Памяти, расположенные на высоких плато, отражают прошлое вместо настоящего. Говорят, что существа, входящие в водоем в попытке вернуться в прошлое, вместо этого телепортируются в случайное место.
Звездные Горы: Эти взмывающие ввысь горы в сердце Высокого Леса столетиями были ориентирами и объектами таинственных легенд народов Севера. Они вздымаются намного выше деревьев, их вершины, обычно скрыты облаками, и менестрели и лесные жители слагали дикие сказки о горах, пока люди смотрели на их отдаленные склоны и задавались вопросом - кто или что устроило там свои логовища?
Звездные Горы были названы по имени звезд северных небес эльфами падшего Ирлэнна. Имена И'теллариэн, или "Далекий Пик" на человеческом; И'лэндротиэл, или "Гора Путешествия"; и Н'лэндоршиэн, или "Теневой Пик", сохранились до наших дней, наряду с более поздними человеческими названиями других внешних пиков: Холм Барда, Охотничий Рог и Гора Видения. Эти названия намекают на некое утерянное и забытое эльфийское понимание пиков.
Плотнолесистые земли к северу от Звездных Гор плоски и гладки, принимая во внимание, что земли на юге скрючены, сломаны горными хребтами и оврагами. Бег Единорога и Река Хартблуд питаются источниками с этих пиков и высоких долин, скрытых в сердце Звездных Гор. Жестокие ветры не дают существам, менее мощным, чем драконы, лететь к пикам, за исключением того, что ааракокры, похоже, делают это без проблем.
В недавние годы древний зеленый вирм Элаакрималикрос пробудился в своем логовище среди самых высоких Звездных Гор и сожрал большинство ааракокр. Он также восхищается нападениями на вторгающихся авантюристов со склонов горы, защищая свою секретность, как будто в сердце Звездных Гор есть еще большое сокровище.
Это, возможно, правда. Эльфийские авантюристы сообщают, что огромные кристаллы (некоторые - размером с человеческий дом) вырастают на склонах Звездных Гор. Они могут быть жильем или крепостью, хотя ни один из них не выглядит населенным. Все эти кристаллы создают паутину отраженного света, когда их касается лунный свет. Когда луна полна, некий маленький центральный пик (скрытый от наблюдателей вне Звездных Гор) покрывается пятнами света. Эти полнолунные сияния, как считают, или открывают портал на другой План, или имеют силу возродить любое существо, положенное в пределах кольца шпилеподобных стоячих камней на вершине этого скрытого пика.
Бег Единорога: Текущая вниз со Звездных Гор в Высоком Лесу к долине Реки Делимбайр, Бег Единорога известна своей сотней водопадов, своими беловодными быстринами, общинами фей, мигрирующими по ее берегам, и случайными встречами с существами, давшими реке ее название.
Важные места
Люди, незнакомые с Высоким Лесом, могут неделями блуждать по его тенистыми путям, погибая от голода или жажды, прежде чем найдут какое-либо определенное место в пределах его границ.
Хеллгейт Кип ("Убежище Адских Врат"): В дни Ирлэнна город Аскалхорн был цитаделью лунных эльфов. Беженцы-люди заняли его после падения Нетерила. Позже баатизу просочились в Аскалхорн, тайно взяв под контроль правящие фигуры и народные массы - до 882 DR, когда группа волшебников поняла, что случилось, и вызвала демонов, чтобы уничтожить баатизу. Враждующие изверги разрывали на части город, и победившие демоны превратили город в ужасный Хеллгейт Кип. Почти на пять сотен лет Хеллгейт Кип дал северному концу Высокого Леса плохую репутацию.
В 1368 DR, после того, как атаки эльфов ослабили баатизу, члены Арфистов использовали мощную магию для уничтожения Хеллгейт Кипа, убив большинство баатизу. Великий лидер треантов Турланг заблокировал область, не дав оставшимся извергам нанести еще больший ущерб. В настоящее время, после того, как несколько экспедиций авантюристов уклонились от Тарланга или договорились о проходе, курящийся кратер, который был ранее Хеллгейт Кипом, кажется вполне мирным.
Застава Олостина (деревня, 800): Эта укрепленная опорная точка между Эверлундом и Яртаром защищает приблизительно две сотни постоянных жителей и предоставляет кров еще шестистам людям-фермерам и владельцам ранчо. Это единственное постоянное человеческое поселение сколь-либо существенного размера в Высоком Лесу, и оно выживает благодаря почтительному отношению жителей к божествам леса.
История региона
Давно, когда эльфы воистину правили Фаэруном, королевство Ирлэнн господствовало в Высоком Лесу. Ирлэнн пал в 882 DR, когда Аскалхорн стал Хеллгейт Кипом. Вскоре после этого эльфы начали бежать из Высокого Леса, предприняв Исход.
Поскольку эльфы медленно исчезали, великой треант Турланг тщательно сплотил свои силы и взял под свой контроль большую часть северного Высокого Леса - область, которой сильнее всего угрожают и Орки, и демоны и дьяволы, когда-то жившие в Хеллгейт Кипе. Треанты Турланга постепенно сдвинули границы леса, перемещая высокие деревья в сторону кратера Хеллгейта, на мили от прежних границ Высокого Леса. Одновременно Высокий Лес около Эверлунда прополз на несколько миль к северу, оказавшись в пределах выстрела из лука от стен Эверлунда.
В недавние годы много лесных эльфов, ушедших на Эвермит при Исходе, возвратились на Фаэрун через порталы Эверески, а затем проскользнули на северо-запад, чтобы присоединиться к диким эльфам Высокого Леса. Они ищут не менее чем восстановления королевства Ирлэнн. К настоящему времени их усилия для того, чтобы забрать обратно свой лес, состоят в намерении решить проблемы эльфийскими навыками и эльфийской магией и выгнать из леса орков и гноллов.
Другие эльфы внутри великого леса имеют активно злые намерения. В древнем Ирлэнне маги солнечных эльфов Дома Длардрагет заключили договор с демонами. За свои преступления они были заточены глубоко под тем, что позже станет Хеллгейт Кипом. Разрушение Кипа освободило их. В поисках своего прежнего магического арсенала они спасли других тифлингов-солнечных эльфов, которые за столетия были заточены лунными эльфами. Различные порожденные демонами солнечные эльфы присоединились к войску под командованием Графини Сарии Длардрагет (CE женщина солнечный эльф/фей'ри волшебник 17). Они никогда не смогут стать организованными достаточно, чтобы представлять серьезную угрозу поселениям Севера, но любой, кто обнаруживает их логовища в захороненных эльфийских руинах за пределами Высокого Леса, понимает, что они - действительно опасные противники.
Заговоры и слухи
Путешествие по Высокому Лесу нелегко. Треант Турланг не обязательно враждебен к гуманоидным расам, но он не предрасположен быть дружественным. Авантюристы, путешествующие через земли Турланга, должны использовать чрезвычайную осторожность, чрезмерную скорость или необычные силы убеждения.
Память о стали: Мудрец обращает внимание, что магическое оружие, недавно приобретенное (или, возможно, долго продержанное) персонажем в одном месте, становится намного мощнее. Оно теряет многие из своих сил в магической битве, но может быть восстановлено, если опустить его в один из Фонтанов Памяти на вершине Потерянных Пиков.
Although much less expansive than in ancient times, the High Forest is still vast and mysterious. Larger than most kingdoms, it encompasses mountains. The High Forest is Home to treants of enormous size, stags with antlers as wide across as a wagon, brown bears bigger than large sheds, owlbears, wolves, unicorns, and many other creatures, including fiercely territorial Wood Elves and Uthgardt Barbarians of the Tree Ghost Tribe. The forest holds many hidden settlements, haunted ruins, fey crossings, and ancient magical wards.
In the outermost fringes of the forest, woodcutters ply their trade, and outlaws on the run might find refuge.
But as everyone knows, those who venture too deep into the High Forest are often not seen again.
GEOGRAPHY
Location: Northwestern Faerun; 200 miles inland
East from the Sword Coast
Area: 150 miles by 470 miles (approx. 70k sq. mi) Area - Comparative: About the same area as the state of Washington or Missouri
LAND BOUNDARIES
Northern Boundary: The Nether Mountains and the Evermoors run along the Northern side of the forest. The forces of Silverymoon maintain stability in the region with the exception of Orc raiders coming south from the Kingdom of Many Arrows.
Southern Boundary: High Moor buttresses against the southern edge of High forest. The Delimbiyr river runs between them limiting access except at a few locations where the Humans have setup ferry services.
Eastern Boundary: The GreyPeak Mountains run along the Eastern side of the forest. The Delimbiyr river stops most mountain creatures from reaching the forest but dragons and the goblin tribes are known hunt the area.
Western Boundary: The gentle hills and plains on the Western side of the forest roll out to the Dessarin river. Trade caravans from the Sword Coast occasionally travel along the edge of the forest and thus human bandits are always found patrolling the region.
he climate of High Forest is varied. In the North, it receives significantly more precipitation and colder extremes during the winter seasons. Fauna is diverse consisting primarily of massive pines interspersed with groves of birch, spruce and Larch. The Southern region tends to be warmer and drier with a higher concentration of oak, maple and elm trees mixed among the pines.
Average Temperatures (Fahrenheit)
SUMMER WINTER
NORTH 50 - 70 DEGREES -10 - 40 DEGREES
SOUTH 55 - 80 DEGREES 5 - 50 DEGREES
TERRAIN
Prominent terrain features include
Mountains
Star Mounts - A massive range of mountains rising 30k feet. Feeds Heartblood river on Northern slopes.
Lost Peaks - Twin peaks 7.5k and 8k feet tall. Feeds headwaters of Dessarin river on West side of range.
Rivers
Heartblood River - Subtle valleys form the river basin. Water runs red until shortly after Karse then filters to clear.
Dessarin River - Running out of the Lost Peaks and West out of the forest, the Dessarin River has Orc and Human bandits settled along the length of it.
Elevation Extremes
Lowest Point - Not known
Highest Point - The Star Mounts tower 30,000 feet above the forest floor.
NATURAL HAZARDS
treams and Rivers within the forest: Travelers g,% within the forest can expect to encounter a sizable stream (>5' across and/or 4' deep) semi-regularly (50% occurrence on a normal travel day). Fording a wagon across these streams can
slow a day's travel by 30 %. In the Springtime, they often flash flood due to heavy rains upstream.
Forest Fires: During the Summer months, the Southern forest occasionally will catch fire.
Sometimes these are intentionally started by humanoids either to drive prey into hunting zones or more often out of chaotic malice.
Under the right conditions these fires can travel quickly through the forest and be a danger to travelers. In most areas, the fires will leap from treetop to treetop leaving plenty of area on the ground for creatures to take shelter. The GM can roll 2d10 to determine difficulty of finding shelter. Characters can use their Survival skill to check against the rolled DC. On a successful roll, the PC's take shelter for 1d4 hours before the fire passes. On a failure, they take 1d6 poison damage from the smoke. Each round thereafter, the GM rolls 2d10 and the player may try to find shelter again BUT their check is done with disadvantage if they have taken damage from the smoke to simulate the choking and lack of vision they have.
Wind Storms: During the Spring and Fall seasons, wind storms through High Forest. Wind gusts of 80 to 110 miles per hour can buffet the trees and break off large branches or uproot them entirely. Travelling during these storms is exceedingly dangerous. If the PC's find shelter against the storm, they will be safe from harm. Travelers trying to move during the storm must make a Survival check each hour of DC15 to avoid being hit by falling debris.
If a PC fails their check, roll 1d4.
1: BRANCH BLOWS THROUGH CAUSING 1 D4 DAMAGE. 2: LARGE BRANCH FALLS CAUSING 1 D10.
3: TREE LIMB FALLS CAUSING 1 D20.
Siluvanede
Eaerlann
Sharrven
Ammarindar
Miyeritar
HISTORY OF THE REGION
Age of Days of Thunder (-35000 DR to -30000 DR) The creator races roam the land. The Sarrukh (lizard men) and Aearee (avians) are most active in the area of High Forest. At this time, neither the continents nor the forest had any resemblance to their current appearance.
Age of Dawn (-30000 DR to -24000 DR)
The creator races disappeared from Faerun. Leaving very few artifacts showing they ever existed. Dragons and Giants replaced the creator races and began organizing the humanoids to fight in their armies.
Age of First Flowering (-24000 DR to -12000 DR) Around -17600 DR the First Sundering is caused by the High Mages of Tel-quessir causing widespread disaster and altering the landscape of Faerun. The landscape of Faerun begins to look much more like it does in current times. During this time the Elves split into their 5 major realms. The Elven Empire of Aryvandaar includes High Forest as its main area of activity and build many cities and settlements.
Age of the Crown Wars (-12000 DR to -9000 DR)
In -12000 DR the Aryvandaaran Empire attacked Miyeritar. The remaining Elven kingdoms responded and the 3000 years of the Elven Crown Wars begin.
In -10900 DR Aryvandaar (now known as the Vyshaantar Empire) invade and defeat the Sun and Moon elf Kingdom of Shantel Othereier.
In -10500 DR the area South of High Forest is turned into a wasteland known as the High Moor by Vyshaantar magic. The Ilythiiri dark Elves try to avenge the destruction but are expelled from Corellon Larethian's grace and driven underground creating the Drow Empire.
In -9200 DR the Vyshaantar Empire again goes to war with all other Elven realms and within 200 years is destroyed completely.
Age of the Proud Peoples (-9000 DR to -3000 DR) After the Crown Wars, many of the Elves of High Forest left the area. High Forest was initially free from conflict during this time as the destruction of the Crown Wars left most of the great empires completely in ruins and unable to rebuild.
In -8400 DR The Sun Elves found Siluvanede in the Northwestern reaches (Eaerlann) but the empire is split in -7600 DR when a large group of Moon and Sun Elves rebel against the elitism of the Siluvanede and found the Sharrven Empire in Southern High Forest.
In -4700 DR the Nobles of Sharrven who seek to restrict the power of Siluvanede found the Kingdom of Eaerlann. The tree city of Teuveamanthaar is founded on the present-day site of Tall Trees and named the capital of Eaerlann.
In -4500 DR Arcorar and Eaerlanni forces go to war against House Dlardrageth of the Siluvanede Elves and the Seven Citadel's War begins in Northern High Forest. Soon the Sharrven Empire joins siding with the Eaerlanni.
In -4300 DR Eaerlann annexes Siluvanede and ends the Seven Citadel's War.
In -4100 DR Shield Dwarves settle in the Greypeak mountains East of High Forest and found the Amarrinidar capital city beneath the Shining Falls.
Age of Humanity (-3000 DR to 1358 DR)
This period marks the decline of the Elven and Dwarven empires and the rapid ascension of the various Human empires in Faerun.
In -2990 DR after nearly 300 years of war, the Ammarindar Dwarves relinquish claims to the Greystone Hills to the Netheril Humans and their Orcish allies.
In -339 DR The Netheril Empire of Magic falls. The body of the momentary god Karse falls to earth in the Direwood.
In 882 DR Ascalhorn becomes Hellgate Keep beginning the Hellgate Wars in High Forest which rage for 500 years. The Elven kingdoms of Eaerlann and Dwarven Kingdom of Ammarindar fall to the swarm of demons.
In 883 DR The Lich Wulgreth seizes control of Karse in Direwood.
In 1344 DR most of the Elves of High Forest abandoned it seeking safer and more stable environments.
Era of Upheaval (1358 DR to current)
In 1358 DR the Tablets of Fate were stolen from the gods. In response, Ao forced all gods to walk on Toril in their mortal form. During this time, arcane and divine magic ceased to function normally and chaos and destruction ravaged the land. Corellon Larethian and Silvanus took up residence in High Wood and shielded it from most of the destruction.
In 1369 DR the Harpers raze Hellgate Keep (formerly known as Ascalhorn) and inadvertently free House Dlardrageth from it's confines.
In 1370 there is a major influx of humanoid refugees moving into High Forest. They came fleeing two wars - The Sahaugin war in the West and the Silver Marches war in the North.
In 1374 DR House Dlardrageth frees thousands of Fey'ri imprisoned in the Nameless Dungeon (Nar Kerymhoarth) and began rebuilding their empire in the ruins of the Elven City Myth Drannor. The Sun Elves quickly acted against House Dlardrageth, killing their leaders and scattering their armies.
In 1385 DR the Spellplague struck and arcane magic ceased to function properly. By 1395 DR most of the Spellplague had ended and magic had returned to normal.
The Southern region is constantly churning as the barbarian tribes from the High Moor raid the Gnoll and Centaur camps. Both those loyal to the Beastlord and worshipers of Mielikki work to keep the waters of the Unicorn run unspoiled. The Greypeak mountains to the Southeast are filled with Evil humanoids who have laired in the abandoned fortresses of the ancient Ammarindar Dwarves.
Faction Influence
Elves - 52% (Wood 35%, Wild 17%)
Gnolls - 12%
Centaurs - 10%
Orcs - 10%
Humans - 6%
Half-elves - 4%
Half-orcs - 3%
Halflings - 2%
he primary factions with influence in Northern High Forest include The
Grandfather Tree, his arboreal supporters and the Wood Elves. Kanyrr Vhok and the remnants of House Dlardrageth exert influence from inside Hellgate Keep through a network of fiendish allies.
Middle High forest is patrolled by Wood Elves but is the hunting grounds of dragons and orcs raiding out from the Star Mountains. The undead in Karse haunt a wide berth around the city ruins.
GOVERNMENT
Factions: the following groups are active in High
Forest.
Beastlord: the Beastlord is also known as the Lord of the Hunt. His followers include Druids, Rangers, Barbarians, Lycanthropes and other intelligent predators. Primarily found West of the Star Mounts, Beastlord followers are nomadic and can be found in hunting parties anywhere within the Forest.
BloodAxes: a Dwarven mercenary group operating out of Sundabar. They will occasionally be found escorting caravans though Northern High Forest. The servants of the forest are not allies to the Bloodaxe mercenaries but allow the passage as the follow
a strict protocol not to harm the woods when travelling.
Caerilcarn: The Council of the Wood is a group of Wood and Moon elf elders who share a common dream of raising a new capital city of Eaerlann within Northern High Wood.
Chloracridara: An ancient green dragon lairing within Mhilamniir. It has allied with several different human tribes to act as agents for it in Northern High Forest and is protecting a large brood of wormlings.
Clan Auzkovyn: A small clan of Drow consisting of male Drow runaways and rouges living around Cormanthor. They were mostly driven out of the forest by the Wood Elves.
They follow the god Vhaeraun and have a trading surface enclave called "Dragon's Hoard".
Druids: Many druids make pilgrimages to sacred locations within High Forest. They follow a wide range of goals.
o Several groups focus their activities just to High Forest. These are the followers of the Earthmother goddess Chauntea and the Eldath Guardian of Groves.
o The Druids of the Tall Trees are a secretive order who allow few others in to the Tall Trees woods and groves. They aggressively fight expansion of humanoids into the forest.
o Emerald Enclave agents are also active in all of High Forest. These agents are not unified, they have two factions; one supporting good (Protectors) and one supporting evil (Defenders). These groups are not focused on fighting each other but are also not hesitant to destroy forces of the other if need be.
Fey'ri: Half Demon / half Gold Elven fiends that lurk in secluded locations within High Forest. They are hunted the all of the Elves of High Forest so usually will keep a very low profile.
Girondi and Belcondi Barbarian Tribes: these Human barbarians make excursions into Southern High Forest from The High Moor.
The Barbarians use High Forest as a proving ground and can be found hunting beasts to show their worthiness.
Half Elf Renegades: This bandit group of about 100 members raids along the Delimbiyr River from Shining Falls all the way to Secomber. They are rumored to fund their operations by kidnapping Gold Elves and selling them to the Fey'ri.
High Forest Scouts: These Elven rangers are devoted to protecting the forest from all evil humanoids. They generally work alone or in pairs and are strong allies of the various druids within the Forest.
Deep Imaskari: Humans lairing in the Underdark near the Star Mounts. They are descendants of magic using slavers who used portals to abduct humanoids from other planes.
Imvaernarho: This ancient Red Dragon makes his lair in the Star Mounts. He is trying to expand his influence to the Silver Marches and can occasionally be found hunting between his lair and the Silver Marches.
Leira: The Lady of Mists. She is a goddess that has been found active around the Hall of Mists. Her goals are unknown and many think she may have perished.
Mistmaster: A Human Illusionist of great power. He used the Gatekeeper's Crystal to destroy Hellgate Keep. In 1374 DR he joined the High Mages and is usually found in the High Moor.
Morgwais: A WoodElf Ranger/Bard/Harper known as the Red Lady or Lady of the Wood. She is working to unite the Elves in the Eastern forest and expand the influence of New Eaerlann.
Knights of the Unicorn: These are followers of Lurue - goddess of Unicorns and companion of Mielikki. They are protectors of the Fey within High Forest.
Orcs of Many-Arrows: Hunting and war parties of this tribe can be found throughout High Forest. In the winter months, their numbers surge as the Orcs of the North migrate South seeking food and shelter.
Orcs of the Redclaw and Blue Feather Tribes: The Orcs come from the south in the High Moor and can be found primarily in the South and Eastern parts of High Forest.
Shadoweirs: This religious knighthood is made up of Half-Elf Rangers and Druids working to regrow parts of the High Forest that have receded. They respond aggressively to incursions by loggers into High Forest and are often found warring with Dwarves who come into the forest seeking ironwood.
Silver Marches: A confederation of 9 cities located North of High Forest. The Silver Marches play a vital role in protecting the Northern forest from raids launched by the Orcs of the North.
Tree Ghost Tribe: A tribe of Uthgardt Barbarians that long ago split from the Blue Bear tribe. They act as guardians of the area around the Grandfather tree's ancestral mound.
Wulgreth: A powerful Lich lairing in Karse. He has a vast number of undead at his command. A deathknight named Jhingleshod the Iron Axeman acts as his captain. Wulgreth plots revenge against the descendants of Evereska in the Southeast for stealing the Karsestone.
RELIGION
Several deities take an active role in High Forest.
Rarely taking direct action, they influence the
region through agents and subterfuge.
Corellon Larethian: Greater god. Creator of the Elves, Chaotic Good Elves, Magic, Music, Arts, Crafts, Warfare and Poetry. Domain of Chaos, Good, Protection and War.
Silvanus: Greater god. Treefather/Oak Father. Neutral God of Nature and Druids. Domain of Life, Storms and Wilderness. Served by Malar, Umberlee, Auril, Mielikki and Eldath.
Mielikki: Intermediate god. The Forest Queen, The Supreme Ranger. Goddess of Dryads, Forests, Forest Creatures and Rangers. Domain of Freedom and Wilderness.
Eilistraee: Lesser god. The Dark Maiden. Chaotic Good goddess of Song, Beauty, Dance, Swordwork, Hunting and Moonlight.
Malar: Lesser god. The Beastlord. Evil god of Bloodlust, Evil Lycanthropes, Hunters,
Stalking. Domain of Animals, Chaos, Evil, Moon and Strength.
Vhaeraun: Lesser god. The Masked Lord. Chaotic Evil god of Thievery, Drow males and evil activity on the surface world. Domain of trickery. Returned to life in 1480 DR
Bhaal: Lesser god. God of Murder, Violent Death
COMMUNICATIONS
The Treants are able to communicate with other Treants across the entire forest. Although it's rarely employed, they also can remotely create druidic symbols to communicate through druidspeak.
The Wood Elves rely primarily on the use of the spell Animal Messenger to communicate long distances. They also send out trading caravans which carry and collect messages to areas outside the forest.
The Druids of the forest rely on the spell Animal Messenger to communicate long distances and leave extensive details about the surrounding areas for any who can decipher the code of Druid Speak.
TRANSPORTATION
There are few major roads through High Forest.
In the South, The Iron Road follows the Unicorn Run river past the Stronghold of the Nine to Nordahaeril. Past the Stronghold, the ancient roadway is fragmented and often long washed out for 15 to 20 miles at a time.
In the Northeast, a wide elven trail leads from Elven Port all the way West to Mhilamniir.
An ancient marble road runs from the Dead City of Karse, past Mhilamniir to the Northern boundary of the forest.
The Rivers in and around the forest provide the
easiest (if not entirely safe) travel.
The Delimbiyr River runs the length of the Eastern side of High Forest.
The River Rauvin runs along the Northern border of the forest.
The Heartblood River runs from the center of the forest from the Star Mounts and exist on the eastern side. The waters are usually navigable from Karse to where the river meets the Delimbiyr.
The Dessarin River begins in the Lost Peaks but isn't navigable until it exits the forest past Lothn of the Silver Spires.
area still echo with his power. In Turlang's absence, a wide variety of sentient plant creatures have established a Home. No humanoid of any alignment is allowed into this area.
Orlgotha - this ancient Gold Elf city has been mostly reclaimed by the forest.
What remains is odd mixture of elegant towers linked to giant Oak and Redwood trees. High above the forest floor, stone arched bridges crisscross the distance between massive trunks. At the center of the city is the fabled Moon Glade. A massive circle of stones marked in ancient Seldruin opens portals to key elven realms across Toril.
Shilrua - the ancient many spired city of the Gold Elves. Abandoned long ago, towering organic buildings still remain standing. In the center of the city is a sacred mausoleum of silver and gold. Fine statuary dots the park and a mythal remains preventing all necromantic magic from functioning and all non-elves from entering.
Border of Turlang's Forest and Twin Peaks - sheer cliffs rise abruptly out of the wooded terrain. In most places rising vertically 1000' before turning to jagged slopes.
Plot Hooks
Orcs raiding from forest Southwest are disrupting the trade route along Evermoor way. Merchants in Silvermoon have offered a bounty for each Orc slain.
A young noble in Silvermoon dreams of being a druid and has decided to take an expedition to see the Grandfather tree. She is looking to hire adventurers to escort her.
A brood of Aarakocra are in the area looking for vengeance on the Green Dragon Elaacrimalicros. The Ancient Green dragon has driven the Aarokocra's from perches in the Twin Peaks cliffs.
A dragon has brought it's wormlings to the edge of the forest to hunt. If the wormlings fight something substantial, the mother dragon will watch from a distance allowing several wormlings to die before interceding to protect the survivors.
NORTH EAST
Tall Trees
Primary Powers
Treants - Primarily focused in the area around Hellgate Keep, the Treants are vigilant to act against any demonic activity. They will stop anyone without a Wood elf escort headed to the ruins.
Wood Elves - A large settlement of Elves remains at the Sy'Tel'Quess Elven Fort. They took massive losses in their war against the Tanar'ri and have allied with the Treants.
Tanar'ri - Sealed under the Hellgate Keep ruins.
Mistmaster - Priest of Leira
Druids of the Tall Trees - A neutral and secretive order of druids who guard the area of the massive trees of Teuveamanthaar. They number about 24 proper members and an equal number of close allies.
Chloracridara - An Old Green dragon lairing in the ruins of Mhilamniir. Her offspring are always active in the area. They are held in check by the local Wood elf cohort only due to its ability to reinforce from the larger Elf Fortress to the East.
Mapped Locations
Dlardrageth Armory - Ruins of Fey'ri strongholds. Were renown as treasure cache's but may have been cleared out long ago.
Mhilamniir - A Formerly a large Elven settlement, it was destroyed by the demonic hoards flowing out of Hellgate Keep. It's now
ruined and overgrown. Chloracridara; an old green dragon and her wormlings have built a lair in the ruins. They wage a constant fight against the Wood elf knights sent from Elven Fortress.
Citadel of the Mists - Overseen by the Mistmaster; a Human CN Illusionist Cleric of Leira. He's ruled the Citadel since 1294 DR
Oldroad Guardpost - A bright stone guard post stands at the crossroads of the Old Road and a ruined road leading North. No less than 25 Moon and Gold Elves sent from Silverymoon are stationed here at all times of the year.
Elven Port - An ancient Wood elf settlement called Aerendel, it was overrun and occupied by the Fey'ri. The Wood Elves have resettled it but much of the city is still in ruins and overgrown.
Nameless Dungeon - Known by some as Nar Kerymhoarth (the Sleeping Citadel). An underground fortress located at the base of a stone bluff. Had held 2000 Fey'ri until 1374 when they were released by Sarya Dlardrageth. Area is still patrolled by Wood elf patrols.
Stone Stand - A druid circle of low moss covered stone surrounding a large Oak tree grown from the cutting of the Grandfather tree. The Human "Tree Ghost" barbarians consider this site holy and have placed many wards and guards against intrusion.
Hellgate Keep - These ruins act as prison for the Tanarukk Rorgak's Fey'ri legions. The ruins are warded to prevent gating. A ring of 25 grand oaks circle the ruin. 5 of these oaks are Treant's that prevent any but Turlang's trusted allies to approach the ruins. Turlang himself has taken responsibility for keeping Hellgate Keep sealed. The ruins are covered in a net of moss and vines. Earth elementals patrol the ground and Wood elf patrols scout the surrounding forest for any intruders.
At one time the demons within had been able to tunnel miles of tunnels out of the keep reaching as far as the Nameless Dungeon to the West and Amarrindar to the East. It's unknown if these tunnels still exist.
The Old Road: An ancient road from Elven Port to Mhiilamniir. Begins as a stone paved road, becomes a log road then a foot path by the time it reaches Mhiilamniir. The Elves keep a keen eye on any travelers on the road.
Xammux: The ruins of an underground complex. Xammux is entered through a stone door cut into a ravine's side. The complex is likely Dwarven made and has stood abandoned and partially flooded for hundreds of years.
Mukerymhuarth: The ruins of an ancient Elven settlement. The settlement was razed in 882 by demons when the Elves retreated to Evermeet. Massive hollowed out trees clustered together form the core of the ruins. The center tree is a now desecrated temple to Seldarine.
Kerymnaar: The ruins of an ancient Elven settlement from the Eaerlann period. The settlement was abandoned in 882.
Vale of Memory: A broad vale East of Hellgate Keep. This site has been a place of power for the Elven kingdom since the age of Eaerlann.
Nar'kerymhoarth - the 5 th and greatest armory of the Fey'ri. In -4300 DR a final battle between the Sharrven wizards and the Daemon Fey occurred here. The Moon Elves sealed many of the most powerful Daemon's within the armor and warded it with powerful magics against entry.
Plot Hooks
The Mistmaster is aiding the Tanar'ri in escaping Hellgate Keep. Small groups of them begin exiting the Citadel of Mists and heading south to escape the danger of Turlang.
In 1375 the Nether scroll Quess'Ar'Teranthvar was dissolved into components by the Liberators of Shadowdale. Some of the components have returned to the ruins within the old Vyshaantar Empire. Individually the components remain powerful artifacts.
Deepwood (North)
Primary Powers
Wild elves: The Wild elves of Deepwood live in cooperation with the local Fey fauna. They are nomadic and do not hesitate to raid the traffic moving along the few High Forest roads. Along the Heartblood river they are particularly prone to ambushing anyone found travelling as they protect their territory from intrusions from Karse, Orcs from Star Mounts and Humans foraging North from Merric.
Fey: Many tribes and family groups of Fey creatures make their Home in Deepwood. Dryads, Nymphs, Satyrs, claim sections of the wood and relish the opportunity to engage any wayward adventurers. Smaller Fey such as the Sprites and Spriggans have formed loose alliances with the Wild elves and help them keep aware of any new travelers within Deepwood.
Druids of the Tall Trees: While not as active as in the North, the Druids protect this region and take action against hostile travelers.
Mapped Locations
Teuvaemanthaar: An ancient settlement of the Wood Elves, it was razed by demons in 882 but has been resettled by the human Druids of the Tall Trees. They are welcoming to any travelers that don't threaten them or the forest. They will try to discovery why any traveler is in their region and any that withhold their purpose or don't have noble intentions will be assumed hostile.
Darmaerth - An ancient Siluvanede city. Reclaimed by the forest but still hiding wondrous artifacts from the Elven empire. Darmaerth was sacked in -4489 DR by the Fey'ri and their evil influence is still present.
Tiselles - A human settlement on the banks of the Heartblood River. It has a Dwarven built water powered wool processing mill and many skilled pottery artists.
Plot Hooks
Players encounter a group of Half orcs that have been charmed by the Dryads. The Orcs have been serving the Dryads for over a year and are very docile. They will not attack unless threatened. They are very concerned with collecting downed logs and nectar from the forest flowers. If the players harm or kill any of the Orcs, the Dryads come to claim them as replacements.
A war party of Fey'ri have taken residence in caves and have captured a group of Nymphs. An escaped Nymph offers a trade to the adventurers if they will help free her family.
Primary Powers
Humans: the village of Merric provides a base for human hunters to enter and patrol the forest. About 100 Humans live here tending
sheep and fishing. A barge is operated on ancient Dwarven docs allowing caravans to cross the Delimbiyr.
Two Centaur villages: each housing families with more than 30 adults are located on the edge of the forest. The Centaurs raid the basin between the forest and Delimbiyr river
A large camp of Gnolls: located north of the Centaur villages. The Gnolls avoid the plains and hunt the inner forest.
Mapped Locations
Merric - Neutral Good Human village. The village was built on the long-covered ruins of Karse Crag. The twin Dwarven bridges that used to span the Delimbiyr now are used as docks to ferry passengers and cargo across. Merric is a walled village in decline. At one time was large enough to house 500 people, now only populated by 100 or so. Primary stop for caravans coming South through the High Forest or heading East from the Sword Coast.
Reitheillaethor - The ruins of a Wood elf village sacked by Daemon-Fey and Orc mercenaries in 1374 DR. Many travelers get a feeling of unease here and more seasoned adventurers will often make camp in the ruins due to the wide berth most humanoids give the place. The Wood Elves have recently begun trying to resettle the ruins as part of their goal to rebuild Eaelarnn.
Plot Hooks
A coven of hags is nurturing a Gulthias tree that in turn is providing them with Thorn Blight servants. The hags are stealing children from Merric.
The Centaurs want Merric abandoned by the Humans. After a perceived insult, they begin raiding crops and turning back caravans.
The Humans in Merric want rebuild/improve their town. They begin harvesting wood from the forest and enrage the local Shadoweir Knights
Siluvanede - The creators wood is said to have been a capital for the Amphibian creator race. Almost nothing of their creation is left but several new constructions were built on their dwindling sites of power.
Primary Powers
Humans: Noanar's Hold is a Neutral Evil Human settlement of nearly 200. They are well organized by the governing Hunt Lords. Their primary interest is commerce.
Orcs: Several orc tribes roam this area.
o Horned Lord, Tanglethorns and Sharpspike tribes hunt the area near Lothen. Combined, the tribes can only muster between 60 and 150 orcs. They are led by Human druids of Malar and fight the Wood Elves to the South. They occasionally will sell prisoners to The Hunt Lords merchants. o Other: A splinter group of the Horned Lord tribe is lurking at the head of Heartblood River. Orcs have also been found at the southern foothills of The Lost Peaks as well as on the Western edge of the forest.
Wood Elves: The Wood Elves maintain a military force in Siluvanede to monitor and keep the regions Orcs in check. They number about 300 total and are tasked with patrolling the area NW of the Star Mounts.
Wild elves: A small group of Wild elves hunt the broad valley between Star Mounts and The Lost Peaks. Constantly raided by the nearby Orc Tribes and subject to occasional attacks
from other dangers emerging from the mountains, they are very aggressive and will attack all but the most obvious friend of the forest.
Fey: The area West of The Lost Peaks houses substantial numbers of Fey creatures. The confluence of rivers and shelter of the mountains has created a zone heavy with broad oaks and rhododendrons. The area houses several Satyr, Dryad and Nymph families that work in cooperation to repel the Orcs and Humans from the West. Closer to the Lost Peaks, bands of Korreds can be found.
Mapped Locations
Noanar's Hold: This human settlement is ruled by The Hunt Lords, Noanar's Hold has several lavish inns and lodges catering to hunting parties of the Nobles of the Sword Coast. Hunts can consist of any prey for the right price.
Lothen of the Silver Spires: A beautiful quarter mile wide Elven stone city. A magical aura within the city causes any spells with a duration to misfire and cause a wild magic event. Paper rots away after days of being in the city. Three orc tribes lurk in the area. They are all led by Human druids of Malar. The tribes are weak and were nearly destroyed in 1370 by the human druids of Mielikki.
Halls of the Four Ghosts: A crumbling abandoned dwarf hold. Haunted by four ghost Dwarves. A well shaft descends from the main hall and connects to the Underdark.
Former Myth Adofhaer: a broad crater 1/2 mile across marks the location where the mythal-cloaked Silvuanedenn city once stood. Any remaining ruins are from -5300 DR and very difficult to locate.
Tiru Orindraar: Once a Sharrven fortress city, it was annihilated in -4363 DR by the Fey'ri. A crater exists where the city stood but hidden entrances to the tunnel complex beneath the city still exist. Elven carved grand chambers still stand deep beneath the ground.
Caddarak: Long ago this was a Dwarven settlement on the Eastern edge of the Dwarven empire. While the stonework of the Dwarven inhabitants still remains, it has been resettled
by Humans and is used as a resupply location for caravans travelling North to Silvermoon.
Plot Hooks
Characters encounter a caravan carrying exotic beasts (rare beasts from High Forest back to Noanar's Hold. The merchants offer to sell them one of the beasts at a hefty price.
Characters encounter merchant from Noanar's Hold. He offers map to exotic beasts lair/territory and a high bounty for its return (minus price for resurrect spell if dead).
A slaver party of Drow are stalking around The Halls of the Four Ghosts.
The Lost Peaks
Primary Powers
Korred and Satyrs: These two races have a strong presence on the lower slopes in and around the Dancing Falls. While the Satyrs are unfriendly at best, the Korred will attack other non-Fey Humanoids on sight. Neither of these groups have strong organization but can rally if a clear and present danger presents itself.
Orcs: One the southern slopes a group of SharpSpike Tribe Orcs have a lair. They stay clear of the Dancing Falls but stalk the lower reaches of the Lost Peaks as well as the area South towards the Star Mounts
Mapped Locations
Dancing Falls: Spouting from a fissure in the lost peaks, the Dancing Falls form the headwaters for the Dessarin River. The falls spring from a cliff face and fall 300' to a large pool surrounded by a diverse pattern of flora. Korred tribes have made this area their Home and defend it from all intruders.
Fountains of Memory: On the high plateaus nestled within caves of the Western Mountain of the Lost Peaks lay the Fountains of Memory. They are magical pools that when gazed upon
reflect the history of Faerun. What is reflected with have some connection to the viewer be it family history or current quest. Prior to the Spellplague, the pools could be used as gates allowing travel to places viewed within them, it's unknown if that capability remained intact after the ravages of the spell plague.
Morndinvuddrrin: A Dwarfhold fortress abandoned sometime before 615 DR. This was a stronghold created to protect the Dwarven surface settlement of the Besilmer Dwarves.
The entire place is dead as are its inhabitants, but some fell magics hold every dwarf upright and in place performing the action the corpse was doing when it died. Whatever destroyed this place killed everyone unawares and instantly, as most of the skeletal Dwarves work at mining or smelting at dusty, long-dead forges or pounding out metal for weapons.
Plot Hooks
There is legend of a treasure hold in the pool beneath the Dancing Falls. Rumor has it that there is a submerged cave system accessible deep within the pool that hold treasures the Elves of Eaerlann hid hundreds of years ago.
A rich Dwarven merchant wants to discover what happened in Morndinvuddrrin. He hires adventurers to investigate. The characters can go to the Fountains of Memory to try to scry the history of the event or go directly to Morndinvuddrrin to delve into the fortress for clues.
Star Mounts: This group of mountains rise out of the forest unnaturally. They appear to have been dropped from the sky onto this location. The land to the north of them is particularly flat while the area around the sisters is jagged as if the ground were churned up from the mountains impacting
and pushing the ground up. Steep sloped mountains ascend to the highest peaks in all of Faerun. The highest peaks include Bard's Hill, Mount Vision, and Hunterhorn. Other peaks include Far Peak, Mount Journey and Shadowpeak. The mountain includes veins of pure iron and nickel but no one has been able to mine them due to the predators that hunt the Mountains and tunnels within. There are constant gale force winds that buffet the slopes restricting flight to all but the most powerful flyers. Huge crystals jut from the surface of the mountains and ancient ruins can be found tucked into the many hidden valleys and outcroppings.
Primary Powers
Dragons: Several dragons of legend lair within the Star Mounts.
o Imvaernarho: An ancient red dragon keeps several lairs among the peaks but has hewn a massive complex near the peak of Mt Angaroth. o Cult of the Dragon: Beginning in 1490, Humans began taking pilgrimage to Mt Angaroth. They are unable to ascend it's slopes due to the extreme conditions but are devotees of dragonkind.
Aarakroca: The bird races eyries are protected by powerful air elementals that prevent flying creatures from approaching the area. The Aarokocra generally fly west from the Star Mounts when heading out to hunt. The Aarakroca are focused on protecting their
broods. The tribes struggled to survive during the heavy storms of the past years and have been fighting to maintain their territory in the Star Mounts against the influx of dragons and other mountain dwelling predators. Orcs: The Orc tribes have long made the Star Mounts a hub for their raids into High Forest. Their Shaman leaders have sworn fealty to the larger dragons in the area and the tribes act as scouts for the great worms.
Underdark: At least one and likely many more entrances to Underdark are located in the foothills and valleys of the Star Mounts. Drow are known to travel East from the Star Mounts
in search of prey. Duergar can be found in many of the lower cave systems and several Stone Giant villages are nestled in the ravines.
Mapped Locations
Khle'cayre - This is village of Aarakocra nestled in a broad cave in a Cliffside. The cliff is nearly inaccessible to any that can't fly and the 50 or so warrior Aarakocra in the village will assault any that approach.
Othrilaenthor - A natural cavern that was converted into the royal tomb of the Wood Elves prior to abandoning the Karse region. Sentient trees grow within the cavern and the Elves left powerful magical traps and elementals to deter any who would defile the tomb.
Plot Hooks
The Aarakroca are being harassed by Drow tunneling up into their aeries. They send an emissary to hire adventurers to venture into the Drow tunnels and exterminate the threat.
An Orc chieftain has allied with a dragon and rides it to nearby villages extorting payment in return for safety.
A sage says he knows a safe path into the dragon Imvaernarho's lair. He offers to sell it to the party for a large sum of money.
Dragons are abducting Teiflings and holding them as slaves. The Dragons have them working gem mines within the Star Mounts. An escaped Teifling begs the adventurers to free his compatriots.
The Sisters - The churned foothills of the Star Mounts is considered by some to be the most beautiful area of Faerun. Silvanus and Mielikki have influenced the area, creating idyllic woodland
and meadows to house beautiful Fey among the
pristine falls of the Unicorn Run.
Primary Powers
Fey - Many Fey call the area around The Sisters their Home. Tribes of Centaurs have tramped trails around all the foothills to the mountains. Dryads, Sylphs, Pixies and the occasional Leprechaun can be found in the lush meadows around the waterfalls.
Druids - the followers of many forest gods make pilgrimage to the groves in The Sisters. They take quick action against any that harm the forest or Fey within it.
Drow - there are several exits from the Underdark in this area and Drow raiding parties can be found lurking through the otherwise peaceful woods.
Mapped Locations
Endless Caverns - Long ago these caverns were a major city of the Riftdelve Deep Dwarf clan. This underground city was sealed by the Sun Elves of the Siluvanede empire trapping 9000 Dwarves within it. The Dwarves were cursed to an undead state and continue suffering in their city. There are hidden paths through the city that link the upper world to deep into the Underdark.
Nithrithyinae - At one time this was the royal city of the Sharrven empire. The monarchs extended family all had residences here. When the Fey'ri destroyed the empire, they tore apart this city and left only rubble. 1000's of years of Orcs and Gnolls have picked over the bones of the city leaving very little of anything of worth. Except for the random piles of stones, it's difficult to identify that anything other than forest was ever here.
Eldathyn Gate - at the headwaters of the Unicorn Run the Eldrath god of quiet places and druid groves made her Prime Material plane Home. Until 1369 DR she resided here. At that time, she opened the Eldathyn gate to her Home realm, the True Grove in Elysium. This gate still stands and is protected by Eldrath druids and clerics.
Plot Hooks
A Moon elf noble believes he is a descendant of the Sharrven bloodline. He wants to open the door to Nithrithyinae and have the PC's retrieve an artifact for him.
A band of Drow are abducting Fey from the groves around The Sisters. The PC's need to track them to their lair and discover their goals.
One of the PC's has contracted a curse that the local clerics have not been able to cure. A seer suggests that a wish may be able to remove it. The leprechauns of the Sisters will grant a wish if one of them can be trapped alive.
Realm of the Hunt - this area has a high concentration of solitary predator species. The god Malar exerts his influence to attract and breed the most dangerous of hunters encountered anywhere in the High Forest. Very few humanoids make their Home here as it's impossible to safely forage or grow any food in this area due to the constant threat of attack. While there is an abundance of trails through this area, it's rarely travelled by anyone other than Malar's Rangers and Druids. Primary Powers
Malar - The Beastlord, the Black-blooded One. Malar epitomizes the dark side of nature. His domain is dominated by the idea of the hunt. It's almost unheard of to encounter his avatar in the forest but his followers are constantly on the lookout for new prey in this area. Travelers moving through this area are sure to encounter a hunter or hunting party of Malars followers. The priests of Malar use claw bracers with stylized claws extending from their fists.
Centaurs - In the Western side of the realm, a Centaur tribe leads a nomadic culture. They are
xenophobic and barbaric and will track any humanoids passing through their realm. The Centaurs are at constant war with the local Gnoll clans of the area.
Gnolls - There are several small Gnoll clans living in this area. While they are not followers of Malar, their groups are aided by him to keep a constant supply of dangerous foes for Malars actual followers. The Gnolls raid the Western areas outside of High Forest and then retreat back into the relative safety of the woods.
Mapped Locations
Caelpiir - This Aryvandaar Elven city is a remnant of the long ago past. At one time a thriving center for mercantilism, it has been abandoned overgrown. Hidden in the abandoned groves and thickets still stands exquisite spires and citadels of the Elven merchants. The city has become a hunting ground for many terrifying predators including Rakshasa, Behir and dinosaurs such as the Tyrannosaurus.
Plot Hooks
The group encounters the Wild Hunt. This hunting party moves quickly through the area chasing fearsome prey. PC's must make a DC20 Wisdom check or be forced to join the hunt. These hunts can go on for days and move in random direction through the forest. When it ends, the PC's will be disoriented and lost in the forest.
While travelling in the forest, the PC's begin to be stalked by priests of Malar. The priests use hit and run tactics and keep randomly attacking the party until they are all dead or leave the forest.
The Old Trees - This area is mostly untouched by humanoid history. Long ago the Sharrven empire had several mining colonies in this area but those have all faded and been lost to time.
Primary Powers
This area is not dominated by any particular group. When the barbarians from the South are active, most other humanoids migrate North or East to avoid them. Long ago when the Sharrven empire crumbled the diverse races that occupied their cities in Southern High Forest separated and setup villages within this area. None of them has gained a substantial population in this area and rather there are many very small hamlets of a wide variety of humanoids scattered across the Old Trees region.
Girondi and Belcondi Barbarian Tribes - these barbarians use the Old Trees area as a right of passage for their young warriors during the winter months. Small bands of bloodthirsty Humans wander the forest seeking battle to prove their worth and will blindly attack any who appear to be worth the challenge.
Wild elves - deep in the valleys of Old Trees is a large tribe of Wild elves. They have allied with the local Fey but avoid other humanoids. These Elves are very nomadic and don't create permanent structures.
Mapped Locations
Tel'riincaer - An abandoned Sharrven city. It was one of the many mining cities of the empire and consisted of Elves, Dwarves, Gnomes and many other races. In the center of the city stands a 10 story high stone spire tower that housed the mages and GUILDS of the city.
Just South of the city are the mines of Ithrillianthor. These Mithral and gem mines were carved out by the Torcwood Shield dwarf clans and contain miles of tunnels spanning all the way east to the Star Mounts.
Plot Hooks
A blacksmith wants a supply of Mithril. He hires the PC's to go to the mines of Ithrillianthor telling them that these are the last of the Mithril mines not under the protection of Dwarves. He'll pay well of a supply of Mithril.
A human warlord wants to ally with the Belcondi Barbarians. He knows that the son of the Belcondi chief will be travelling to the Old Trees to perform his manhood right. He wants the PC's to capture the boy and bring him to the warlord.
SOUTH EAST
Direwood - Long ago the area of Direwood was part of the Netheril empire. In -339 DR a mage cast a terrible spell (Karsus's Folly) bringing about the destruction of the empire. His giant stone form landed in Direwood and the City of Karse was later built around him. Primary Powers
The Lich Wulgreth is the ultimate power of this area. His minions keep a close eye on anyone foolish enough to intrude. Wulgreth will only personally engage the most powerful of adventurers but has a vast host of powerful undead minions at his command to deal with all others.
Mapped Locations
Evaliir - the ruined remains of a Sharrven fortress on the Heartsblood river. To delicate spires still rise 20' above the forest canopy.
Their balconies are all blasted and melted from dragon breath.
Baerel - This was once an Elven village but in - 2770 DR was the site of a key battle between Dlardrageth Fey'ri and Siluvanede warrior mages. Nothing is left of the village proper but legend has it that any Elf passing through is at risk of drawing a demon to the Prime Material Plane in rage.
Lhuve - The Elven city of Lhuve was abandoned in -2770 after the legendary battle of "The Slaughter of Sharrven". 20,000 demons were slain here over a period of days. The evil chaos that seeped from them still infects the area.
Karse - This Elven city was abandoned AFTER THE FALL of Ascalhorn and the Lich Wulgreth has made it his lair ever since. Undead of all types hunt this region and Wulgreth has organized them into legions led by Deathknights protecting individual sectors of the Dire Wood. Wulgreth hasn't been heard of since his battle with Galaeron Nihmedu in 1371 DR and may be destroyed.
Plot Hooks
A group of chaotic priests have opened a portal to the Abyss in Lhuve near the riverside. A vile slime is leaking from the portal into the river and being carried South to the Delimbiyr River. The slime causes insanity to any animal or humanoid that drinks it. The priestess from Merric asks the PC's to investigate and stop the flow of slime.
Now that Wulgreth is no longer actively ordering his undead legions, they have begun an undead civil war. A lower challenge rating undead encounters the party and asks their help fighting "the undead from Karse".
The Cult of Karse is trying to reawaken Karse. They have obtained a fragment of the Karsestone and are deep within the City of Karse trying to work it's magic to reawaken the demigod.
Sharrven - up until the end of the Empire, the Sharrven mined this area for Mithril. Deep mineshafts dot the region. The mines are all now lost and long covered. The mining camps setup by the Elves have disappeared. Travel off established trails can be dangerous as disturbing an abandoned mineshaft can result in a sinkhole opening up.
Primary Powers
Few humanoids wander this region and no one has firm control of it.
A band of Gnolls: hunts the riverside in the Eastern side of the region.
Fey: Near the border of the Sisters, the Fey are very active. Quicklings are often encountered just out of the foothills.
Mapped Locations
Iyrithue - one of the remaining active mineshafts of the Elves. Deep Dwarves have occupied this mine and have heavily trapped the entrance from the surface.
Plot Hooks
A sinkhole has opened up revealing a massive Elven vault. The Elves protective measures (golems, wards, traps) are still in place but those who can get past them will find unspoiled ancient wonders.
A green dragon has taken up residence in one of the flooded mines. She has convinced the Cult of Dragons that she is on the path to becoming a Lich and is sending them out for components. In reality, she is just enjoying sending them out to cause chaos and harm. Primarily she has sent them against the Fey.
The Light Fey are holding court in this region. As the PC's move through it, the forest turns more and more Fey influenced. Flower fragrances become stronger, buds show up on trees/bushes out of season. The PC's can be invited to join the celebration, if they refuse, they'll be asked for a gift for the queen. The preferred gift is magical jewelry. If the PC's refuse, the Fey will begin using them for amusement. Pranks and theft will follow the PC's until they leave the area. If the PC's join the celebration, they may be pulled into "Fey Time". Time may drastically speed up or slow down and some who have joined Fey celebrations find that generations have passed in what seemed like a very short time for them.
Selu'Arakor (High Warden) - the area
surrounding the Unicorn Run river.
Primary Powers
The Druid Ogian - a Chosen of the God
Meilikki. Ogian has claimed the Stronghold of the Nine and with his minions keeps a close guard on the area around the Unicorn Run. Ogian is an ally of Silverymoon, the Caelcilern, and the Druids of the Tall Trees. It's unknown why he has recently begun guarding the area around the Stronghold.
Wood Elves - There is a village of over 100 Elves in Nordahaeril. These are descendants of the Kingdom of Eaerlann although they no longer claim any cultural affiliation to that long lost empire. They are not allied with Ogian although they will cooperate with him if the danger is sufficient.
Mapped Locations
Nithrithvinae's Tomb - An expansive series of royal tombs from the Sharrven empire.
Temples and shrines of the Seldarine pantheon. On the highest hill within the sisters; marking the entrance to the largest tomb complex stands a huge single statue with three faces depicting Sehanine, Labelas and Fillifane. Within the entrance is a heavily warded set of Adamantine doors that will only open for those of the Sharrven noble bloodline. Any Moon or Sun Elf PC has a 1% chance of containing Sharrven noble blood. Beyond the Adamantine door, a vast complex of tombs is guarded by banshees, shades, ghosts, revenants and deathknights.
The Sorrowwood - Hidden deep in the forest is a copse of oaks planted by the Elves of Aryvandaar. Visitors this location are faced with spectral visions of people, places and events from long ago.
Nordahaeril - Wood elf village with about 80 adults. They have established very simple dwellings and are protected by a strong militia of rangers and clerics of Corellon Larethian. These Elves are eager to trade with travelers for high quality swords and armor as they do not have access to mines and don't trade with the local Dwarves or Humans for metals.
Morynarth - This was a sizable city of the Aryvandaar Elves. A long series of wars caused the Elves to abandon it, leaving the city relatively intact. In the time since, raiders and bandits have used it as a base of operations. As time passed the city fell deeper and deeper in to disrepair. Now the majority towers have fallen and the galleries have collapsed. Beasts from the forest have taken over most of the city and lurk in what structures still offer shelter.
Stronghold of the Nine - Originally a Dwarven stronghold it was rediscovered by the adventuring group "The Nine". The Nine stocked the stronghold with guardians and began accumulating vast treasures. In 1337 DR, the group began warring against each other over Possession of their most valuable treasures. Now only one member of the Nine (Laeral Silverhand) remained and was found to be raving mad. She was taken by Khelben Arunsun to convalesce and hasn't been heard
from since. The Druid Ogian has taken up residence in the Stronghold recently and the area nearby it is protected by a wide variety of predators.
Plot Hooks
A sage believes one of the PC's ancestors has ties to the Sorrowwood and wants to accompany them to the grove to discover what visions they are presented. If the PC goes, they will have a vision of a burial procession entering a hidden tomb in terrain the PC's recognize. The corpse being laid to rest looks exactly like the PC and has a magical version of the PC's favored weapon/clothing/etc.
The PC's find a wandering madman that talks of the Crown of Horns. He states the it has charmed the druid Ogian and is trapping him in this region. He pleads for the party to find Ogian and release him from its control.
vales between the Delimbiyr river and the edge of High Forest.
Humans - Several groups of bandits have camps in this area of High Forest. Groups of 10 to 40 have setup semi-permanent camps hidden in the trees and use these as bases to raid the caravans that pass through this area.
Mapped Locations
Farsilver - Originally a frontier fortress of the Aryvandaar Elves, Farsilver has been used by many humanoids over its long history. A single towering stone citadel still stands at the center of the fortress rising well above the tops of the surrounding trees. Deep underground vaults are still accessible and although the original Elven treasures they contained are long ago looted, centuries of use by other races have left a random assortment of treasures and artifacts.
Half-Elf Renegades - a band of about 100 Half Elf and Human bandits has created a village on the edge of the forest. They do not ever harass the local caravans and thus are left alone by the local powers. They primarily make their living by kidnapping travelling Elves and either ransoming them or selling them into slavery. They've also been known to be hired as mercenaries for the Humans of the area.
Plot Hooks
A merchant from Loudwater wants the PC's to search Farsilver for a hidden stash of Ironwood. He'll pay well and believes the wood to be stored in the easy reached vaults of the fortress.
The Half-Elf Renegades have been kidnapping Elves. The PC's are hired to find out why and where the abducted Elves have been sent.
Primary Powers
Centaur tribes - the region was named after the large Centaur tribes that roam the edges of the forest. They have created well-travelled trails all throughout the woods in this area and can be found both in the forest and along the
AREAS SURROUNDING HIGH FOREST
There are many important sites located nearby the
High Forest. Here are some of the primary one
along with a brief description.
Northern Area
Ammarindar - was founded in -4100 DR as the capital of the Dwarven Kingdom of Ammarindar. It fell to Orc and Demon hoards in 882 DR and was claimed by the Demons of Hellgate Keep in 1220 DR. Now remnants of the Scourged Legion and other foul beasts still lair in the ruins of the city led by a Tanarukk Warchief Ghaarzhvex.
Striding Giant Rapids - This section of the River Rauvin is rougher than normal. Standing near the middle of the river is a petrified Hill Giant, his arms raised above the flow and face grimacing. There is a curse upon the Giant that anyone disturbing it will meet a terrible fate, thus no one has attempted to clear Fit from the river.
Lady's Hand Monastery - This monastery is devoted to Loviatar, the evil goddess of agony and a servant of Bane. Several times it's been assaulted and each time has repelled great numbers of foes. It's master (Lorthalee Shamrass) has access to powerful Netherese magic and about 90 Human and Half Elf priests supporting her.
Glaurachyndaar - the City of Scrolls, formerly Myth Glaurach is a ruined Eaerlanni city. It was a garden city with ornate buildings and white domes built upon the remains of an Aryvandaaran city. There is a number of portals present beneath the grand mages palace and the remains of a Mythal partially destroyed but still capable of preventing acid, conjuration, death, evil or fire spells being cast nearby.
Southern Area
Shining Falls - a beautiful 120 ft tall waterfall on the Delimbiyr river. At the top of the falls stands a granite tower formerly belonging to the mage Silifrey the Spreystrider. The tower is warded to give life to any evil spell cast within its walls that will then attack its caster. A large group of Strongheart Halfings now occupy the tower and village around it. It's rumored that the Zhentarim have a hidden base nearby.
Loudwater - approximately 2000 Humans, Half-elves and Elves live in this town. Most caravans travelling along the southern side of High Forest stop here so it's a hub of trade and opportunity. Rumors abound that the Zhentarim control all trade in this town.
Zelbross - this small hamlet was once reknowned for its clay smoking pipes. Sadly, now it lies in ruins. Dwellings for 120 people, an inn and a tavern still stand but are rapidly decaying.
Uluvin - A millennia ago, Uluvin was a village of 600 farmers and ranchers. The town was annihilated by a Shadow-dragon and now is Home to a variety of walking dead
В недавние годы древний зеленый вирм Элаакрималикрос пробудился в своем логовище среди самых высоких Звездных Гор и сожрал большинство ааракокр. Он также восхищается нападениями на вторгающихся авантюристов со склонов горы, защищая свою секретность, как будто в сердце Звездных Г ор есть еще большое сокровище.
Это, возможно, правда. Эльфийские авантюристы сообщают, что огромные кристаллы (некоторые - размером с человеческий дом) вырастают на склонах Звездных Гор. Они могут быть жильем или крепостью, хотя ни один из них не выглядит населенным. Все эти кристаллы создают паутину отраженного света, когда их касается лунный свет. Когда луна полна, некий маленький центральный пик (скрытый от наблюдателей вне Звездных Гор) покрывается пятнами света. Эти полнолунные сияния, как считают, или открывают портал на другой План, или имеют силу возродить любое существо, положенное в пределах кольца шпилеподобных стоячих камней на вершине этого скрытого пика.
Бег Единорога: Текущая вниз со Звездных Гор в Высоком Лесу к долине Реки Делимбайр, Бег Единорога известна своей сотней водопадов, своими беловодными быстринами, общинами фей, мигрирующими по ее берегам, и случайными встречами с существами, давшими реке ее название.
Важные места
Люди, незнакомые с Высоким Лесом, могут неделями блуждать по его тенистыми путям, погибая от голода или жажды, прежде чем найдут какое-либо определенное место в пределах его границ.
Хеллгейт Кип («Убежище Адских Врат»): В дни Ирлэнна город Аскалхорн был цитаделью лунных эльфов. Беженцы-люди заняли его после падения Нетерила. Позже баатизу просочились в Аскалхорн, тайно взяв под контроль правящие фигуры и народные массы - до 882 ЭЛ, когда группа волшебников поняла, что случилось, и вызвала демонов, чтобы уничтожить баатизу. Враждующие изверги разрывали на части город, и победившие демоны превратили город в ужасный Хеллгейт Кип. Почти на пять сотен лет Хеллгейт Кип дал северному концу Высокого Леса плохую репутацию.
В 1368 ЭЛ, после того, как атаки эльфов ослабили баатизу, члены Арфистов использовали мощную магию для уничтожения Хеллгейт Кипа, убив большинство баатизу. Великий лидер треантов Турланг заблокировал область, не дав оставшимся извергам нанести еще больший ущерб. В настоящее время, после того, как несколько экспедиций авантюристов уклонились от Тарланга или договорились о проходе, курящийся кратер, который был ранее Хеллгейт Кипом, кажется вполне мирным.
Застава Олостина (деревня, 800): Эта укрепленная опорная точка между Эверлундом и Яртаром защищает приблизительно две сотни постоянных жителей и предоставляет кров еще шестистам людям-фермерам и владельцам ранчо. Это е динственное постоянное человеческое поселение сколь-либо существенного размера в Высоком Лесу, и оно выживает благодаря почтительному отношению жителей к божествам леса.
История региона
Давно, когда эльфы воистину правили Фаэруном, королевство Ирлэнн господствовало в Высоком Лесу. Ирлэнн пал в 882 ЭЛ, когда Аскалхорн стал Хеллгейт Кипом. Вскоре после этого эльфы начали бежать из Высокого Леса, предприняв Исход.
Поскольку эльфы медленно исчезали, великой треант Турланг тщательно сплотил свои силы и взял под свой контроль большую часть северного Высокого Леса - область, которой сильнее всего угрожают и Орки, и демоны и дьяволы, когда-то жившие в Хеллгейт Кипе. Треанты Турланга постепенно сдвинули границы леса, перемещая высокие деревья в сторону кратера Хеллгейта, на мили от прежних границ Высокого Леса. Одновременно Высокий Лес около Эверлунда прополз на несколько миль к северу, оказавшись в пределах выстрела из лука от стен Эверлунда.
В недавние годы много лесных эльфов, ушедших на Эвермит при Исходе, возвратились на Фаэрун через порталы Эверески, а затем проскользнули на северо-запад, чтобы присоединиться к диким эльфам Высокого Леса. Они ищут не менее чем восстановления королевства Ирлэнн. К настоящему времени их усилия для того, чтобы забрать обратно свой лес, состоят в намерении решить проблемы эльфийскими навыками и эльфийской магией и выгнать из леса орков и гноллов.
Другие эльфы внутри великого леса имеют активно злые намерения. В древнем Ирлэнне маги солнечных эльфов Дома Длардрагет заключили договор с демонами. За свои преступления они были заточены глубоко под тем, что позже станет Хеллгейт Кипом. Разрушение Кипа освободило их. В поиск ах своего прежнего магического арсенала они спасли других тифлингов-солнечных эльфов, которые за столетия были заточены лунными эльфами. Различные порожденные демонами солнечные эльфы присоединились к войску под командованием Графини Сарии Длардрагет (СЕ женщина солнечный эльф/фей’ри волшебник 17). Они никогда не смогут стать организованными достаточно, чтобы представлять серьезную угрозу поселениям Севера, но любой, кто обнаруживает их логовища в захороненных эльфийских руинах за пределами Высокого Леса, понимает, что они - действительно опасные противники.
Заговоры и слухи
Путешествие по Высокому Лесу нелегко. Треант Турланг не обязательно враждебен к гуманоидным расам, но он не предрасположен быть дружественным. Авантюристы, путешествующие через земли Турланга, должны использовать чрезвычайную осторожность, чрезмерную скорость или необычные силы убеждения.
Память о стали: Мудрец обращает внимание, что магическое оружие, недавно приобретенное (или, возможно, долго продержанное) персонажем в одном месте, становится намного мощнее. Оно теряет многие из своих сил в магической битве, но может быть восстановлено, если опустить его в один из Фонтанов Памяти на вершине Потерянных Пиков.
ADVENTURING IN HIGH FOREST
WOODLAND TRAVEL MODIFIERS
Travel rate: Miles per day LIGHT WOODS HEAVY WOOD ROAD
OFF TRAIL OFF TRAIL
10 6 20
TRAVEL ENCOUNTERS
he forest is an active and dangerous environment. Travelers can assume they will encounter both hostile creatures and environmental challenges one or more times per day. Alexandraerin posted an excellent random events table on Reddit that has been adapted for forest encounters. It's recommended that DM's generate several days' worth of random events to have available for spur of the moment
travelling in High Forest.
The method to generate encounters is as follows.
1. Start with whatever time is appropriate. If the party starts traveling at noon, then noon is hour "0". Roll 1d4, this is how many hours pass before they party rolls 3d6 on the "Noteworthy Action" table.
2. Identify the results of the of Noteworthy Action by consulting the appropriate results table.
3. Roll 1d4, this is how many hours pass after the last Noteworthy encounter before they party again rolls 3d6 on the "Noteworthy Action" table.
Disasters are events that are the worst-case scenario for the party. Almost certain to cause large amounts of damage or death to most parties.
Hostile Encounters are standard "random encounters". The DM should consult the encounter table for whatever sector of the High Forest the group is in.
Complications are non-combat encounters that slow down or damage the party in some way.
Nothing of Note indicates that no challenge or item of interest was encountered during that time period.
Interesting Sights items that may or may not be helpful to the party but are not specifically negative or hostile. Sometimes these are things the party can collect such as herbs and other times they are things that are just observed by the party such as a partial eclipse of the moon or sun.
Chance Encounters are humanoids or creatures that are not initially hostile to the party. Many of these encounters are hunting opportunities but they may be trading opportunities or a chance to collect news as well.
Stroke of Luck means something positive has happened to the party. This can include finding a shortcut to their destination, meeting a helpful being, finding an item or gaining some special advantage.
Disaster Table
DIE ROLL (1D6) RESULT COMMENT
1 FLASH FIRE A FOREST FIRE IS BEING DRIVEN QUICKLY THROUGH THE AREA BY GUSTING WINDS. PARTY MUST MAKE A DC12 SURVIVAL CHECK TO FIND A SAFE PLACE TO TAKE SHELTER AND LET IT PASS. THE FIRE SPREADS AT 6.5 MPH. NORMAL “FAST” TRAVEL PACE FOR ADVENTURERS IS 4 MPH. CHARACTERS NOT ABLE TO FIND SHELTER OR OUTRUN THE FIRE FACE 800 DEGREE TEMPERATURES AND CHOKING SMOKE. 3D8 FIRE DAMAGE AND 2D6 SMOKE DAMAGE.
2 FLASH FLOOD AS THE CHARACTERS ARE CROSSING A STREAMBED OR VALLEY, A FLASH FLOOD BU RSTS UPON THE AREA. CHARACTERS MUST MAKE A DC12 SURVIVAL CHECK TO GET TO A SAFE LOCATION. THOSE WHO FAIL THE CHECK ARE SWEPT AWAY IN THE FLOOD AND MOVED 40’ PER ROUND WITH THE WATER. EACH ROUND THEY ARE IN THE FLOOD, CHARACTERS TAKE 1D10 BLUDGEONING DAMAGE FROM DEBRIS IN THE WATER AND MUST MAKE A DC10 ATH LETICS CHECK OR DROWN. AT THE BEGINNING OF EACH ROUND, CHARACTERS IN THE FLOOD CAN MAKE A DC 15 SURVIVAL CHECK TO EXTRACT THEMSELVES FROM THE FLOODWATERS.
3 SINKHOLE THE GROUND OPENS UP BENEATH THE PARTY. CHARACTERS CAN MAKE A DC12 ACROBATICS CHECK TO AVOID DROPPING 1D8 X 10’ ONTO A ROCKY FLOOR BELOW. FALLING DAMAGE IS 1D6 FOR EACH 10’.
4 METEOR A SIZEABLE METEOR FALLS IN THE FOREST. THE CHARACTERS HEAR THE APPROACHING ROAR 3 SECONDS BEFORE I MPACT. IT STRI KES WITHIN 20’ OF THE GROUP AND BLASTS A LARGE (20’) CRATER IN THE EARTH. ALL CHARACTERS WITHIN 40’ RADIUS TAKE 3D6 PIERCING DAMAGE FROM THE FLYING DEBRIS.
5 MUDPIT WHAT APPEARED TO BE SOLID GROUND IS SLOPPY MUD COVERED WITH A THIN CRUST OF FOREST DEBRIS. CHARACTERS MUST MAKE A DC12 SURVIVAL CHECK TO SPOT THE DANGER. ANYONE WALKING ONTO IT WILL SUDDENLY BREAK THROUGH THE CRUST AND SINK CHEST DEEP I NTO THE MUD. AN ATHLETICS CHECK OF DC10 IS REQUIRED TO EXTRACT YOURSELF FROM THE MUD. AFTER 3 FAILED ATTEMPTS THE CHARACTER HAS SUNK BELOW THE MUD AND CANNOT FREE THEMSELVES.
6 PREDATOR A DEADLY CREATURE IS IN THE AREA AND HAS TAKEN AN I NTEREST IN THE PARTY. THE DM IS ENCOURAGED TO PICK SOMETHING THE CHARACTERS STAND NO CHANCE AGAINST IN A FIGHT.
Hostile Encounters
High Forest is Home to a vast array of creatures. Generating an encounter is done in 3 steps.
First, identify the rarity of the encounter by rolling percentile dice.
Next roll percentile dice again and look up the specific encounter on the appropriate "Rarity Table" based on the specific region.
Lastly, identify the number of creatures encountered by rolling the appropriate "# Encountered" dice for that creature.
Note that many of the # Encountered rolls indicate rolling a die and subtracting some number - any result of less than 1 should be treated as 1.
For high CR creatures, GM's are encouraged to consider adding minions. Creatures in these tables have been pulled from The Monster Manual (MM), Tome of Beasts (ToB), Volo's Guide (VG) and converted monsters (**).
Complications Table
DIE ROLL (3D10) RESULT COMMENT
3 STEAM VENTS AREA HAS GAS ERUPTING OR SEEPING FROM GROUND. MOVEMENT REDUCED BY % FOR 1D4 HOURS
4 MARSHY
CONDITIONS CAUSES D100% OF THE DAYS TRAVEL TO BE LOST
5 POISONOUS
FRUIT THE FRUIT IS OVER RIPE AND EITHER EXPLODES WHEN THE PARTY PASSES OR HAS ALREADY BURST AND LEFT A NOXIOUS GAS IN THE AIR. DC10 CON SAVE OR TRAVEL AT % SPEED FOR 4 HOURS.
6 RAZORTHORN
PATCH MOVEMENT REDUCED BY % FOR 1D4 HOURS
7 THICK FOG VISIBILITY REDUCED TO 1D4 X 10' FOR 1D4 HOURS
8 INSECT
SWARMS HUGE SWARMS OF INSECTS (FLYING OR CRAWLING). THEY DO NO HARM BUT MAKE RESTING IMPOSSIBLE AND GIVE DISADVANTAGE ON PERCEPTION FOR 1D4 HOURS AND HAVE A 50% OF INFESTING AND DESTROYING NORMAL RATIONS.
9 MOLD PATCH A MASSIVE PATCH OF GROUND MOLD. IT REQUIRES A DC15 PERCEPTION ROLL TO NOTICE. IF THE PARTY WALKS THROUGH IT, IT KICKS UP A SPORE DUST. ANYONE BREATHING IT MUST MAKE A DC20 CON CHECK OR GET RESPIRATORY DISEASE CAUSING 2D4 CON LOSS UNTIL CURED.
10 YELLOW MOLD PATCH A PATCH OF YELLOW MOLD COVERS A WELL SHADED SECTION OF THE PATH. A DC10 PERCEPTION CHECK WILL NOTICE IT PRIOR TO ENTERING IT. IF DISTURBED, THE MOLD RELEASES A CLOUD OF SPORES I NTO THE AIR. ALL WITHIN 10' MUST MAKE A DC12 CON SAVE OR THEIR MAX HP ARE REDUCED BY 1D10. FOR CHARACTERS THAT FAILED THEIR SAVE, EACH MINUTE THEREAFTER THEY MUST MAKE ANOTHER DC12 CON SAVE OR HAVE THEIR MAX HP REDUCED BY 2D10. THIS SAVE IS REQUIRED EVERY MINUTE UNTIL THE CHARACTER REACHES 0 HP OR MAKES A SUCCESSFUL SAVE.
11 BRANCH FALLS A LARGE BRANCH SUDDENLY SNAPS OFF A TREE AND FALLS ON PARTY. DC10 DEX SAVE TO AVOID OR TAKE 1D12 BLUDGEONING DAMAGE.
12 TREE FALLS A DEAD TREE FALLS OVER AS THE PARTY PASSES.
13 SCREECHING
FUNGUS SEVERAL 3' TALL MUSHROOMS GROW BY THE PARTY'S PATH. AS THE PARTY APPROACHES WITHIN 20' THEY EMIT A SERIES OF VERY LOUD SCREECHES. THIS ALERTS ANY BEASTS IN THE AREA AND ANY HUNTING FOR THE NEXT 1D4 HOURS IS AT DISADVANTAGE.
14 HEAVY RAI N A SUDDEN HEAVY RAINSTORM ROLLS IN. 1D8 X % INCHES OF RAIN POURS DOWN PER HOUR. ALL TERRAIN IS CONSIDERED DIFFICULT (1/2 SPEED) AND PERCEPTION IS MADE AT DISADVANTAGE. THE STORM LASTS FOR 1D8 HOURS.
15 WIND STORM A WIND STORM ROLLS THROUGH THE AREA FOR 1D8 HOURS. GUSTS UP TO 50 MPH BREAK OR UPROOT TREES. ANYONE WHO DOESN'T SEEK SHELTER MUST MAKE A DC15 DEX SAVE EVERY HOUR TO AVOID TAKING 1D12 BLUDGEONING DAMAGE.
16 VIOLENT WIND STORM A WIND STORM ROLLS THROUGH THE AREA FOR 1D4 HOURS. GUSTS UP TO 75 MPH BREAK OR UPROOT TREES. ANYONE WHO DOESN'T SEEK SHELTER TAKES 1D12 BLUDGEONING DAMAGE PER HOUR.
17 WI LD MAGIC SURGE EITHER A REMNANT OF THE TIME OF TROUBLES OR SYMPTOMS OF THE STRANGE MAGICS USED WITHIN THE FOREST, WI LD MAGIC RANDOMLY MANIFESTS. ROLL ONE EFFECT FROM THE WILD SURGE TABLE ON PAGE 104 OF THE PLAYERS HANDBOOK
18 DISTANT FOREST FIRE THERE IS A SIZABLE FOREST FIRE SOMEWHERE IN THE FOREST. IT ISN'T A DIRECT THREAT TO THE TRAVELERS BUT FILLS THE AREA WITH HEAVY SMOKE FOR 1 D20 HOURS. SIGHT AND SMELL PERCEPTION CHECKS ARE MADE AT DISADVANTAGE.
19 THICKETS THIS AREA IS PARTICULARLY OVERGROWN. TRAVEL IS REDUCED BY % FOR 1D4 HOURS.
20 GUMWEED THIS AREA IS INFESTED WITH STICKY GUMWEED. AS THE PARTY TRAVELS THROUGH, SAP ACCUMULATES ON THEIR CLOTHING AND Equipment. THE SAP IS EXTRAORDINARILY STICKY AND CRYSTALIZES AN HOUR AFTER COMING OFF THE PLANT. Equipment COATED IN SAP IS UNUSABLE UNTI L CLEANED. STRONG ALCOHOL WI LL REMOVE THE SAP FROM ITEMS.
21 WASHED OUT PATH A NEW STREAM HAS FORMED WASHING OUT THE CURRENT PATH THE PARTY IS ON. THE STREAM IS FAST MOVING AND DIFFICULT TO CROSS. IF THE PARTY TRIES TO CROSS IT, EACH MEMBER MUST MAKE A DC10 ACROBATICS CHECK OR FALL INTO THE WATER RECEIVING 1D6 BLUDGEONING DAMAGE. MOST MOUNTS WILL NOT BE ABLE TO FORD THE STREAM. BY TRAVELING UP OR DOWN STREAM 1 D4 HOURS, A SAFE ROUTE TO CROSS CAN BE FOUND.
22 NETTLES/IVY THE ENTIRE AREA IS OVERGROWN WITH STINGING NETTLES OR POISON IVY. THE CHARACTERS ARE CONSTANTLY STUNG WITH AN IRRITATING POISON FROM 3' TALL FERNLIKE PLANTS. THAT POISON DOESN'T DO ANY ACTUAL DAMAGE BUT IS DISTRACTING. ALL PERCEPTION CHECKS ARE MADE AT DISADVANTAGE.
23 MUDSLIDE WHILE TRAVERSING A SLOPE, THE HILLSIDE GIVES WAY AND SENDS TONS OF MUD AND EARTH FLOWI NG DOWN TOWARDS THE GROUP. CHARACTERS CAN MAKE A DC10 ACROBATICS CHECK TO GET OUT OF THE WAY. THOSE FAILING TAKE 2D6 DAMAGE AND ARE SWEPT 1D4 X 10' DOWN THE HILL.
24 PIT TRAP A HUNTER OR GUARDIAN HAS LEFT A TRAP IN THE FOREST. THE PIT IS 10' DEEP WITH WOODEN SPIKES LINING THE BOTTOM. A DC10 PERCEPTION CHECK WILL SPOT IT. ANYONE FALLING INTO IT TAKES 1D6 FALLING DAMAGE PLUS 1 D6 PUNCTURE DAMAGE FROM THE SPIKES.
25 SWINGING LOG TRAP A HUNTER OR GUARDIAN HAS LEFT A TRAP IN THE FOREST, A LOG HAS BEEN SUSPENDED BY LONG ROPES FROM THE TREES. IT HAS LONG SPIKES EMBEDDED IN IT. WHEN THE CHARACTERS TRIGGER THE TRIPWIRE, THE LOG SWING ACROSS THE PATH SWEEPING INTO ANY THAT DON'T DIVE OUT OF THE WAY. A DC10 PERCEPTION CHECK WI LL SPOT THE TRAP BEFORE TRIGGERING IT. ONCE TRIGGERED, A DC 12 ACROBATICS CHECK IS NEEDED TO DIVE OUT OF THE WAY. ANYONE STRUCK BY THE LOG TAKES 3D6 DAMAGE AND IS KNOCKED PRONE.
26 DI FFICULT TERRAIN THE GROUND IS CHURNED UP AND DIFFICULT TO TRAVEL ON. SPEED IS REDUCED BY % FOR 1D6 HOURS.
27 OTHER DM CAN DEFINE A CHALLENGE NOT ON THIS LIST, SELECT ONE OFF THE LIST OR REROLL.
28 CONFUSING
TERRAIN SEVERAL SWITCHBACKS AND LACK OF LANDMARKS MAKE THIS AREA PARTICULARLY EASY TO GET LOST IN. CHARACTERS MUST PASS A DC10 SURVIVAL CHECK OR LOSE 1D8 HOURS BACKTRACKI NG TO FIND THE CORRECT TRAI L.
29 EXCESSIVE
HEAT THE FOREST IS EXTREMELY HUMID AND HOT. THE CHARACTERS FEEL THEIR ENERGY DRAINED FROM THEM AS THEY STRUGGLE AGAI NST THE HEAT. IF THEY CONTINUE TO TRAVEL AT NORMAL SPEED, THEY WILL GAIN ONE LEVEL OF EXHAUSTION AT THE END OF THE DAY. THEY CAN TRAVEL AT % SPEED WITH NO EXHAUSTION.
30 FOUL MUD A PATCH OF WET EARTH THE PARTY TRAVELLED THROUGH IS FOUL AND REEKS AS IT DRIES. ALL HIDE ATTEMPTS ARE AT DISADVANTAGE AND ANY SCENT TRACKI NG CREATURES GET ADVANTAGE I F TRYING TO TRACK THE GROUP. THIS AFFECT LASTS UNTIL THE MUD IS THOROUGHLY WASHED OFF AND THAT WASHING REQUIRES A BODY OF RUNNING WATER (IE NOT JUST A WATERSACK) OR CLEANING SPELL. 3C
Interesting Sight Table
DIE ROLL (1D6+1D8) RESULT COMMENT
2 ECLIPSE MOOR OR SUN DEPENDING ON TIME OF DAY
3 METEOR I N SKY A BRIGHT BURNING METEOR STREAKS ACROSS THE SKY
4 REMNANTS OF A HUMANOID CAMP GNAWED BONES AND SCAT LITTER THE AREA. A TRACKI NG DC15 WILL IDENTIFY HOW MANY DAYS OLD THE CAMP IS. THE CAMP IS 1 D8 DAYS OLD. THE DM SHOULD CHOOSE WHAT RACE OF HUMANOID THE CAMP IS FROM. COMMON HUMANOIDS ENCOUNTERED ARE Gnolls, ORCS AND Goblins.
5 TEMPORARY
SHRINE SOMEONE HAS ERECTED A TEMPORARY SHRINE. THIS CAN BE A PILE OF STONES, A ROUGH BUILT SHRINE, PILE OF BONES OR WHATEVER IS APPROPRIATE TO THE GOD BEING WORSHIPED. DC10 RELIGION CHECK WILL IDENTIFY THE GOD, IF DC ROLL IS 5 OR BETTER THE PC CAN AT LEAST IDENTIFY GENERAL ALIGNMENT OF GOD (IE EVIL VS GOOD, LAW VS CHAOS). SEE THE PLAYERS HANDBOOK P294 FOR LIST OF GODS AND THE SYMBOLS THEY WOULD INCLUDE IN THEIR SHRINES.
6 REMNANTS OF
MILITARY
CAMP THIS WAS AN ORGANIZED AND DEFENDED CAMP AT ONE TIME. PLAYERS CAN MAKE A DC10 TRACKING CHECK TO IDENTIFY DETAI LS ABOUT THE CAMP. THE CAMP IS 2D10 DAYS OLD. THE NUMBER OF SOLDIERS WAS 2D20. THE DM SHOULD SELECT THE RACE APPROPRIATE TO THE REGION. GENERALLY, IT WILL BE Elves, Humans, OR ORCS CREATI NG MI LITARY CAMPS.
7 CORPSE(S) THERE WAS A FIGHT HERE 1 D20 DAYS AGO. 1D6 BODIES ARE STREWN ABOUT THE PATH. THE DM SHOULD DECIDE THE RACE OF THE BODIES AND HOW THEY DIED (SLAIN BY WEAPONS, CLAWS, BREATH ATTACK, ETC). IF SLAIN BY A CREATURE, THERE IS A 1 IN 6 CHANCE OF VALUABLES STI LL ON THE BODIES.
8 CARCASS THE REMAINS OF A BEAST (DEER, BOAR, BEAR, ETC) LAY IN BRUSH. IT'S CLEAR THAT A LARGE PREDATOR HAS KILLED. THE DM SHOULD DESCRIBE CLUES TO HOW IT DIED BASED ON THE PREDATOR THAT KILLED IT. EXAMPLES - CHEST SIZED BITES OUT OF IT, TORSO TORN IN HALF, A 4” TOOTH STILL STUCK IN ONE OF THE BONES, BURN MARKS, FLESH TURNED TO STONE, ETC.
9 GOODBERRIES THERE'S A PATCH OF GOOD BERRIES ALONG THE TRAI L. SURVIVAL DC5 TO IDENTIFY THEM AS GOODBERRIES. THESE BERRIES ONLY STAY EDIBLE FOR 24 HOURS ONCE PICKED.
10 FLYOVER THE PARTY SEES A FLYING CREATURE OR FLOCK HIGH OVERHEAD. THE TYPE OF CREATURE IS UP THE DM BUT COMMON CREATURES SPOTTED OVER HIGH FOREST INCLUDE GRIFFONS, PEGASI, HIPPOGRIFF, STI RGE, GIANT EAGLES, GIANT OWLS, GIANT WASPS, PERYTONS, KI-RIN, COUATL, CHIMERA, HARPYS, DRAGONS, MANTICORE, PTERANODON, ROCS, WYRVERN AND AAROKOCRA.
11 DRUIDSPEAK THE PARTY NOTICES AN OUT OF PLACE COLLECTION OF VINES/LEAVES/TWIGS. IF ANYONE CAN READ DRUIDSPEAK, THE MESSAGE INDICATES THAT THIS AREA IS UNDER THE PROTECTION OF THE Emerald Enclave. THE MESSAGE WAS LEFT 4D10 DAYS AGO.
12 RUINS REMNANTS OF AN ANCIENT EMPIRE. THIS CAN BE AS SIMPLE AS A SINGLE PARTIALLY COLLAPSED PILLAR OR A STILL STANDING BUILDING. THE RUINS ARE EMPTY.
13 SIGNPOST A STONE TABLET CARVED WITH THE NAME OF THE REGION AND THE DIRECTION AND DISTANCE TO THE CLOSEST CITY. SINCE MANY OF THESE SIGNS ARE FROM THE SMALLER ELVEN CLANS OF LONG PAST HISTORY, THEY ARE ALMOST ALWAYS WRITTEN IN ELVISH AND REFER TO REGION NAMES NOT USED ANY LONGER. A DC10 HISTORY CHECK WI LL PROVIDE DETAI LS FOR ANY WHO CAN READ ELVISH.
14 ROAR SOMEWHERE OFF IN THE FAR DISTANCE A LARGE BEAST LETS OUT A FEROCIOUS ROAR. A TRACKING DC15 WI LL ACCURATELY IDENTI FY THE DIRECTION AND DISTANCE. THE BEAST IS 1D8 / 4 (BETWEEN % AND 2 MILES) AWAY. IF THE PARTY WANTS TO HUNT THE BEAST, BASE THE CR ON HOW FAR AWAY THE BEAST IS. HEARING A ROAR FROM 2 MILES AWAY INDICATES IT WAS A VERY LARGE CREATURE.
Chance Encounters Table
DI E ROLL (1D6) RESULT COMMENT
1 MERCHANT
CARAVAN 1D6 / 2 WAGONS PROTECTED BY 1D6 MEN PER WAGON. MERCHANTS TRAVELLING THROUGH HIGH FOREST OF USUALLY CARRYING ITEMS TO OR FROM ELVEN VI LLAGES TO AREAS OUTSIDE OF HIGH FOREST. THIS OFTEN INCLUDES FINE WINES/BRANDY OR EXOTIC WOOD OR HERBS. IN ADDITIONAL TO THEIR MAIN CARGO, MOST MERCHANTS CARRY A GOOD SELECTION OF WHAT IS FOUND ON PAGES 149-150 OF THE PLAYERS HANDBOOK.
2 WANDERING
FRIAR A FRIENDLY SINGLE WANDERING TRAVELER. HE IS A CLERIC OF 2D4 LEVEL AND HAS NOTHING OF VALUE ON HIM. HE WILL CREATE FOOD/WATER FOR THE PARTY AND HELP THEM IN ANY WAY HE CAN. HE WILL NOT JOIN THE PARTY AND WILL WANDER OFF AFTER PROVIDING ANY ASSISTANCE HE IS ABLE TO. HIS RACE/AGE/GENDER/DEITY IS UP TO THE DM.
4 HERD OF HERBAVORS A GROUP OF 1D12 HERBAVORS (DEER/ELK) WANDER PAST THE PARTY. THEY APPROACH WITHIN EASY BOWSHOT.
5 USEFUL HERBS THE PCS FIND A PATCH OF RARE AND USEFUL HERBS. THE PC CAN RECOGNIZE THAT THEY ARE UNUSUAL WITHOUT A DC CHECK. A SURVIVAL DC10 WI LL IDENTIFY THEIR TYPE. THESE HERBS CAN BE EXOTIC COOKING INGREDIENTS OR SPELL COMPONENTS. HARVESTED THEY WI LL FETCH UP TO 1D10X10GP TO I NTERESTED BUYERS.
6 GYPI ES A BAND OF 3D6 TEIFLING GYPI ES IS TRAVELING THROUGH THE FOREST. THEY WILL OFFER TO PERFORM A DIVINATION SPELL FOR THE PARTY. SPELLS AVAI LABLE ARE FORESIGHT, LEGEND LORE, COMMUNE, DIVINATION OR AUGURY. THEY GYPIES WILL NEGOTIATE FOR THE HIGHEST PRICE THEY CAN GET FOR THE SPELL CASTI NG AND GENERALLY WILL GO FOR 1000 GP PER LEVEL OF THE SPELL.
Stroke of Luck Table
DI E ROLL (1D6) RESULT COMMENT
1-2 SHORTCUT FOR THE DAY'S TRAVEL, YOU'VE GAINED AN ADDITIONAL 10 OR 20 MILES (DM FLIP A COIN, HEADS IS 10 MILES, TAILS IS 20)
3-4 SCOUTING AN UNUSUALLY GOOD VIEW IS PROVIDED AS THE PARTY CRESTED A RIDGE. THEY CAN SCOUT OUT THE MILES OF PATH BEFORE THEM. THE PARTY SHOULD BE GIVEN THE OPPORTUNITY TO AVOID OR AMBUSH ANY RANDOM ENCOUNTER FOR THE NEXT 8 HOURS.
5-6 REMAINS 1 D4 CORPSES LAY ON THE GROUND. THE DM CAN DECIDE HOW THEY WERE KILLED. THESE BODIES HAVE NOT BE LOOTED AND AMONG MUNDANE ITEMS CONTAIN AN ITEM FROM MAGIC ITEM TABLE C PAGE 145 OF THE DUNGEON MASTERS GUIDE.
Centaur Runs
1taur tribes - the region was named after the large Centaur tribes that roam the edges of the forest. They have created well-travelled trails all throughout the woods in this area and can be found both in the forest and along the
vales between the Delimbiyr river and the edge of High Forest.
•Humans - Several groups of bandits have camps in this area of High Forest. Groups of 10 to 40 have setup semi-permanent camps hidden in the trees and use these as bases to raid the caravans that pass through this area.
Mapped Locations
•Farsilver - Originally a frontier fortress of the Aryvandaar Elves, Farsilver has been used by many humanoids over its long history. A single towering stone citadel still stands at the center of the fortress rising well above the tops of the surrounding trees. Deep underground vaults are still accessible and although the original Elven treasures they contained are long ago looted, centuries of use by other races have left a random assortment of treasures and artifacts.
•Half-Elf Renegades - a band of about 100 Half Elf and Human bandits has created a village on the edge of the forest. They do not ever harass the local caravans and thus are left alone by the local powers. They primarily make their living by kidnapping travelling Elves and either ransoming them or selling them into slavery. They've also been known to be hired as mercenaries for the Humans of the area.
Plot Hooks
•A merchant from Loudwater wants the PC's to search Farsilver for a hidden stash of Ironwood. He'll pay well and believes the wood to be stored in the easy reached vaults of the fortress.
•The Half-Elf Renegades have been kidnapping Elves. The PC's are hired to find out why and where the abducted Elves have been sent.
Primary Powers
Centaur tribes - the region was named after the large Centaur tribes that roam the edges of the forest. They have created well-travelled trails all throughout the woods in this area and can be found both in the forest and along the
Deepwood (North)
Primary Powers
•Wild elves: The Wild elves of Deepwood live in cooperation with the local Fey fauna. They are nomadic and do not hesitate to raid the traffic moving along the few High Forest roads. Along the Heartblood river they are particularly prone to ambushing anyone found travelling as they protect their territory from intrusions from Karse, Orcs from Star Mounts and Humans foraging North from Merric.
•Fey: Many tribes and family groups of Fey creatures make their Home in Deepwood. Dryads, Nymphs, Satyrs, claim sections of the wood and relish the opportunity to engage any wayward adventurers. Smaller Fey such as the Sprites and Spriggans have formed loose alliances with the Wild elves and help them keep aware of any new travelers within Deepwood.
•Druids of the Tall Trees: While not as active as in the North, the Druids protect this region and take action against hostile travelers.
Mapped Locations
•Teuvaemanthaar: An ancient settlement of the Wood Elves, it was razed by demons in 882 but has been resettled by the human Druids of the Tall Trees. They are welcoming to any travelers that don't threaten them or the forest. They will try to discovery why any traveler is in their region and any that withhold their purpose or don't have noble intentions will be assumed hostile.
•Darmaerth - An ancient Siluvanede city. Reclaimed by the forest but still hiding wondrous artifacts from the Elven empire. Darmaerth was sacked in -4489 DR by the Fey'ri and their evil influence is still present.
•Tiselles - A human settlement on the banks of the Heartblood River. It has a Dwarven built water powered wool processing mill and many skilled pottery artists.
Plot Hooks
•Players encounter a group of Half orcs that have been charmed by the Dryads. The Orcs have been serving the Dryads for over a year and are very docile. They will not attack unless threatened. They are very concerned with collecting downed logs and nectar from the forest flowers. If the players harm or kill any of the Orcs, the Dryads come to claim them as replacements.
•A war party of Fey'ri have taken residence in caves and have captured a group of Nymphs. An escaped Nymph offers a trade to the adventurers if they will help free her family.
Delaethor
Primary Powers
Humans: the village of Merric provides a base for human hunters to enter and patrol the forest. About 100 Humans live here tending
sheep and fishing. A barge is operated on ancient Dwarven docs allowing caravans to cross the Delimbiyr.
•Two Centaur villages: each housing families with more than 30 adults are located on the edge of the forest. The Centaurs raid the basin between the forest and Delimbiyr river
•A large camp of Gnolls: located north of the Centaur villages. The Gnolls avoid the plains and hunt the inner forest.
Mapped Locations
•Merric - Neutral Good Human village. The village was built on the long-covered ruins of Karse Crag. The twin Dwarven bridges that used to span the Delimbiyr now are used as docks to ferry passengers and cargo across. Merric is a walled village in decline. At one time was large enough to house 500 people, now only populated by 100 or so. Primary stop for caravans coming South through the High Forest or heading East from the Sword Coast.
•Reitheillaethor - The ruins of a Wood elf village sacked by Daemon-Fey and Orc mercenaries in 1374 DR. Many travelers get a feeling of unease here and more seasoned adventurers will often make camp in the ruins due to the wide berth most humanoids give the place. The Wood Elves have recently begun trying to resettle the ruins as part of their goal to rebuild Eaelarnn.
Plot Hooks
•A coven of hags is nurturing a Gulthias tree that in turn is providing them with Thorn Blight servants. The hags are stealing children from Merric.
•The Centaurs want Merric abandoned by the Humans. After a perceived insult, they begin raiding crops and turning back caravans.
•The Humans in Merric want rebuild/improve their town. They begin harvesting wood from the forest and enrage the local Shadoweir Knights
Lost Peaks
Primary Powers
•Korred and Satyrs: These two races have a strong presence on the lower slopes in and around the Dancing Falls. While the Satyrs are unfriendly at best, the Korred will attack other non-Fey Humanoids on sight. Neither of these groups have strong organization but can rally if a clear and present danger presents itself.
Orcs: One the southern slopes a group of SharpSpike Tribe Orcs have a lair. They stay clear of the Dancing Falls but stalk the lower reaches of the Lost Peaks as well as the area South towards the Star Mounts
Mapped Locations
Dancing Falls: Spouting from a fissure in the lost peaks, the Dancing Falls form the headwaters for the Dessarin River. The falls spring from a cliff face and fall 300' to a large pool surrounded by a diverse pattern of flora. Korred tribes have made this area their Home and defend it from all intruders.
•Fountains of Memory: On the high plateaus nestled within caves of the Western Mountain of the Lost Peaks lay the Fountains of Memory. They are magical pools that when gazed upon
reflect the history of Faerun. What is reflected with have some connection to the viewer be it family history or current quest. Prior to the Spellplague, the pools could be used as gates allowing travel to places viewed within them, it's unknown if that capability remained intact after the ravages of the spell plague.
Morndinvuddrrin: A Dwarfhold fortress abandoned sometime before 615 DR. This was a stronghold created to protect the Dwarven surface settlement of the Besilmer Dwarves.
The entire place is dead as are its inhabitants, but some fell magics hold every dwarf upright and in place performing the action the corpse was doing when it died. Whatever destroyed this place killed everyone unawares and instantly, as most of the skeletal Dwarves work at mining or smelting at dusty, long-dead forges or pounding out metal for weapons.
Plot Hooks
•There is legend of a treasure hold in the pool beneath the Dancing Falls. Rumor has it that there is a submerged cave system accessible deep within the pool that hold treasures the Elves of Eaerlann hid hundreds of years ago.
•A rich Dwarven merchant wants to discover what happened in Morndinvuddrrin. He hires adventurers to investigate. The characters can go to the Fountains of Memory to try to scry the history of the event or go directly to Morndinvuddrrin to delve into the fortress for
North East
Tall Trees
Primary Powers
•Treants - Primarily focused in the area around Hellgate Keep, the Treants are vigilant to act against any demonic activity. They will stop anyone without a Wood elf escort headed to the ruins.
•Wood Elves - A large settlement of Elves remains at the Sy'Tel'Quess Elven Fort. They took massive losses in their war against the Tanar'ri and have allied with the Treants.
•Tanar'ri - Sealed under the Hellgate Keep ruins.
•Mistmaster - Priest of Leira
•Druids of the Tall Trees - A neutral and secretive order of druids who guard the area of the massive trees of Teuveamanthaar. They number about 24 proper members and an equal number of close allies.
•Chloracridara - An Old Green dragon lairing in the ruins of Mhilamniir. Her offspring are always active in the area. They are held in check by the local Wood elf cohort only due to its ability to reinforce from the larger Elf Fortress to the East.
Mapped Locations
•Dlardrageth Armory - Ruins of Fey'ri strongholds. Were renown as treasure cache's but may have been cleared out long ago.
•Mhilamniir - A Formerly a large Elven settlement, it was destroyed by the demonic hoards flowing out of Hellgate Keep. It's now
ruined and overgrown. Chloracridara; an old green dragon and her wormlings have built a lair in the ruins. They wage a constant fight against the Wood elf knights sent from Elven Fortress.
•Citadel of the Mists - Overseen by the Mistmaster; a Human CN Illusionist Cleric of Leira. He's ruled the Citadel since 1294 DR
•Oldroad Guardpost - A bright stone guard post stands at the crossroads of the Old Road and a ruined road leading North. No less than 25 Moon and Gold Elves sent from Silverymoon are stationed here at all times of the year.
•Elven Port - An ancient Wood elf settlement called Aerendel, it was overrun and occupied by the Fey'ri. The Wood Elves have resettled it but much of the city is still in ruins and overgrown.
•Nameless Dungeon - Known by some as Nar Kerymhoarth (the Sleeping Citadel). An underground fortress located at the base of a stone bluff. Had held 2000 Fey'ri until 1374 when they were released by Sarya Dlardrageth. Area is still patrolled by Wood elf patrols.
•Stone Stand - A druid circle of low moss covered stone surrounding a large Oak tree grown from the cutting of the Grandfather tree. The Human "Tree Ghost" barbarians consider this site holy and have placed many wards and guards against intrusion.
•Hellgate Keep - These ruins act as prison for the Tanarukk Rorgak's Fey'ri legions. The ruins are warded to prevent gating. A ring of 25 grand oaks circle the ruin. 5 of these oaks are Treant's that prevent any but Turlang's trusted allies to approach the ruins. Turlang himself has taken responsibility for keeping Hellgate Keep sealed. The ruins are covered in a net of moss and vines. Earth elementals patrol the ground and Wood elf patrols scout the surrounding forest for any intruders.
At one time the demons within had been able to tunnel miles of tunnels out of the keep reaching as far as the Nameless Dungeon to the West and Amarrindar to the East. It's unknown if these tunnels still exist.
•The Old Road: An ancient road from Elven Port to Mhiilamniir. Begins as a stone paved road, becomes a log road then a foot path by the time it reaches Mhiilamniir. The Elves keep a keen eye on any travelers on the road.
•Xammux: The ruins of an underground complex. Xammux is entered through a stone door cut into a ravine's side. The complex is likely Dwarven made and has stood abandoned and partially flooded for hundreds of years.
•Mukerymhuarth: The ruins of an ancient Elven settlement. The settlement was razed in 882 by demons when the Elves retreated to Evermeet. Massive hollowed out trees clustered together form the core of the ruins. The center tree is a now desecrated temple to Seldarine.
Kerymnaar: The ruins of an ancient Elven settlement from the Eaerlann period. The settlement was abandoned in 882.
•Vale of Memory: A broad vale East of Hellgate Keep. This site has been a place of power for the Elven kingdom since the age of Eaerlann.
•Nar'kerymhoarth - the 5 th and greatest armory of the Fey'ri. In -4300 DR a final battle between the Sharrven wizards and the Daemon Fey occurred here. The Moon Elves sealed many of the most powerful Daemon's within the armor and warded it with powerful magics against entry.
Plot Hooks
•The Mistmaster is aiding the Tanar'ri in escaping Hellgate Keep. Small groups of them begin exiting the Citadel of Mists and heading south to escape the danger of Turlang.
•In 1375 the Nether scroll Quess'Ar'Teranthvar was dissolved into components by the Liberators of Shadowdale. Some of the components have returned to the ruins within the old Vyshaantar Empire. Individually the components remain powerful artifacts.
North West
Turlang's Forest
Primary Powers Treants - A number of Oak and Ash Treants root in this region and take an active role in repelling anyone trying to reach the Grandfather tree. Other travelers are allowed passage if they refrain from harming the forest
•Emerald Enclave - Near the base of the Star Mounts agents of the Enclave set ambushes for any dragons or Dragon clan members they can catch.
•Humans - The Humans settled on the eastern edge of the forest are careful to follow the laws of the Treants
•Other - the Treants ambivalent attitude to immigrants who behave themselves has resulted in occasional bandit groups taking refuge within the forest.
Mapped Locations
•The Grandfather Tree - This massive Bur Oak Arakhor stands 200' tall and 200' across. The dense forest around it for 1/2 mile is animated and acts on the Grandfather Tree's will. While not in alliance, the Grandfather Tree communicates with Araumycos and is aware of activities subsurface as well. Beneath the Grandfather tree lay two Uthgar ancestor mounds. The mounds are Home to monstrous phase ants and golems. It is likely Green Slaad use this as a holy site as well.
•Olostin's Hold - A human settlement of approximately 200 people. Farms extend into the plains eastward and support another 600 people.
•Fhaorkerymkilr - The ruins of a Wood elf settlement. High trees still have the remnants of burnt circular platforms high above the forest floor. Sculpted trees create cathedrals 100's of feet from the ground.
•Shadowtop Cathedral - At one time Turlang made his Home here. The massive trees in this
area still echo with his power. In Turlang's absence, a wide variety of sentient plant creatures have established a Home. No humanoid of any alignment is allowed into this area.
•Orlgotha - this ancient Gold Elf city has been mostly reclaimed by the forest.
What remains is odd mixture of elegant towers linked to giant Oak and Redwood trees. High above the forest floor, stone arched bridges crisscross the distance between massive trunks. At the center of the city is the fabled Moon Glade. A massive circle of stones marked in ancient Seldruin opens portals to key elven realms across Toril.
•Shilrua - the ancient many spired city of the Gold Elves. Abandoned long ago, towering organic buildings still remain standing. In the center of the city is a sacred mausoleum of silver and gold. Fine statuary dots the park and a mythal remains preventing all necromantic magic from functioning and all non-elves from entering.
Border of Turlang's Forest and Twin Peaks - sheer cliffs rise abruptly out of the wooded terrain. In most places rising vertically 1000' before turning to jagged slopes.
Plot Hooks
•Orcs raiding from forest Southwest are disrupting the trade route along Evermoor way. Merchants in Silvermoon have offered a bounty for each Orc slain.
•A young noble in Silvermoon dreams of being a druid and has decided to take an expedition to see the Grandfather tree. She is looking to hire adventurers to escort her.
•A brood of Aarakocra are in the area looking for vengeance on the Green Dragon Elaacrimalicros. The Ancient Green dragon has driven the Aarokocra's from perches in the Twin Peaks cliffs.
•A dragon has brought it's wormlings to the edge of the forest to hunt. If the wormlings fight something substantial, the mother dragon will watch from a distance allowing several wormlings to die before interceding to protect the survivors.
The Old Trees - This area is mostly untouched by humanoid history. Long ago the Sharrven empire had several mining colonies in this area but those have all faded and been lost to time.
Primary Powers
•This area is not dominated by any particular group. When the barbarians from the South are active, most other humanoids migrate North or East to avoid them. Long ago when the Sharrven empire crumbled the diverse races that occupied their cities in Southern High Forest separated and setup villages within this area. None of them has gained a substantial population in this area and rather there are many very small hamlets of a wide variety of humanoids scattered across the Old Trees region.
•Girondi and Belcondi Barbarian Tribes - these barbarians use the Old Trees area as a right of passage for their young warriors during the winter months. Small bands of bloodthirsty Humans wander the forest seeking battle to prove their worth and will blindly attack any who appear to be worth the challenge.
•Wild elves - deep in the valleys of Old Trees is a large tribe of Wild elves. They have allied with the local Fey but avoid other humanoids. These Elves are very nomadic and don't create permanent structures.
Mapped Locations
•Tel'riincaer - An abandoned Sharrven city. It was one of the many mining cities of the empire and consisted of Elves, Dwarves, Gnomes and many other races. In the center of the city stands a 10 story high stone spire tower that housed the mages and GUILDS of the city.
Just South of the city are the mines of Ithrillianthor. These Mithral and gem mines were carved out by the Torcwood Shield dwarf clans and contain miles of tunnels spanning all the way east to the Star Mounts.
Plot Hooks
•A blacksmith wants a supply of Mithril. He hires the PC's to go to the mines of Ithrillianthor telling them that these are the last of the Mithril mines not under the protection of Dwarves. He'll pay well of a supply of Mithril.
•A human warlord wants to ally with the Belcondi Barbarians. He knows that the son of the Belcondi chief will be travelling to the Old Trees to perform his manhood right. He wants the PC's to capture the boy and bring him to the warlord.
Realm of the Hunt - this area has a high concentration of solitary predator species. The god Malar exerts his influence to attract and breed the most dangerous of hunters encountered anywhere in the High Forest. Very few humanoids make their Home here as it's impossible to safely forage or grow any food in this area due to the constant threat of attack. While there is an abundance of trails through this area, it's rarely travelled by anyone other than Malar's Rangers and Druids. Primary Powers
•Malar - The Beastlord, the Black-blooded One. Malar epitomizes the dark side of nature. His domain is dominated by the idea of the hunt. It's almost unheard of to encounter his avatar in the forest but his followers are constantly on the lookout for new prey in this area. Travelers moving through this area are sure to encounter a hunter or hunting party of Malars followers. The priests of Malar use claw bracers with stylized claws extending from their fists.
•Centaurs - In the Western side of the realm, a Centaur tribe leads a nomadic culture. They are
xenophobic and barbaric and will track any humanoids passing through their realm. The Centaurs are at constant war with the local Gnoll clans of the area.
•Gnolls - There are several small Gnoll clans living in this area. While they are not followers of Malar, their groups are aided by him to keep a constant supply of dangerous foes for Malars actual followers. The Gnolls raid the Western areas outside of High Forest and then retreat back into the relative safety of the woods.
Mapped Locations
•Caelpiir - This Aryvandaar Elven city is a remnant of the long ago past. At one time a thriving center for mercantilism, it has been abandoned overgrown. Hidden in the abandoned groves and thickets still stands exquisite spires and citadels of the Elven merchants. The city has become a hunting ground for many terrifying predators including Rakshasa, Behir and dinosaurs such as the Tyrannosaurus.
Plot Hooks
•The group encounters the Wild Hunt. This hunting party moves quickly through the area chasing fearsome prey. PC's must make a DC20 Wisdom check or be forced to join the hunt. These hunts can go on for days and move in random direction through the forest. When it ends, the PC's will be disoriented and lost in the forest.
•While travelling in the forest, the PC's begin to be stalked by priests of Malar. The priests use hit and run tactics and keep randomly attacking the party until they are all dead or leave the forest.
Selu'Arakor (High Warden) - the area
surrounding the Unicorn Run river.
Primary Powers
•The Druid Ogian - a Chosen of the God
Meilikki. Ogian has claimed the Stronghold of the Nine and with his minions keeps a close guard on the area around the Unicorn Run. Ogian is an ally of Silverymoon, the Caelcilern, and the Druids of the Tall Trees. It's unknown why he has recently begun guarding the area around the Stronghold.
•Wood Elves - There is a village of over 100 Elves in Nordahaeril. These are descendants of the Kingdom of Eaerlann although they no longer claim any cultural affiliation to that long lost empire. They are not allied with Ogian although they will cooperate with him if the danger is sufficient.
Mapped Locations
•Nithrithvinae's Tomb - An expansive series of royal tombs from the Sharrven empire.
Temples and shrines of the Seldarine pantheon. On the highest hill within the sisters; marking the entrance to the largest tomb complex stands a huge single statue with three faces depicting Sehanine, Labelas and Fillifane. Within the entrance is a heavily warded set of Adamantine doors that will only open for those of the Sharrven noble bloodline. Any Moon or Sun Elf PC has a 1% chance of containing Sharrven noble blood. Beyond the Adamantine door, a vast complex of tombs is guarded by banshees, shades, ghosts, revenants and deathknights.
•The Sorrowwood - Hidden deep in the forest is a copse of oaks planted by the Elves of Aryvandaar. Visitors this location are faced with spectral visions of people, places and events from long ago.
•Nordahaeril - Wood elf village with about 80 adults. They have established very simple dwellings and are protected by a strong militia of rangers and clerics of Corellon Larethian. These Elves are eager to trade with travelers for high quality swords and armor as they do not have access to mines and don't trade with the local Dwarves or Humans for metals.
•Morynarth - This was a sizable city of the Aryvandaar Elves. A long series of wars caused the Elves to abandon it, leaving the city relatively intact. In the time since, raiders and bandits have used it as a base of operations. As time passed the city fell deeper and deeper in to disrepair. Now the majority towers have fallen and the galleries have collapsed. Beasts from the forest have taken over most of the city and lurk in what structures still offer shelter.
•Stronghold of the Nine - Originally a Dwarven stronghold it was rediscovered by the adventuring group "The Nine". The Nine stocked the stronghold with guardians and began accumulating vast treasures. In 1337 DR, the group began warring against each other over Possession of their most valuable treasures. Now only one member of the Nine (Laeral Silverhand) remained and was found to be raving mad. She was taken by Khelben Arunsun to convalesce and hasn't been heard
from since. The Druid Ogian has taken up residence in the Stronghold recently and the area nearby it is protected by a wide variety of predators.
Plot Hooks
•A sage believes one of the PC's ancestors has ties to the Sorrowwood and wants to accompany them to the grove to discover what visions they are presented. If the PC goes, they will have a vision of a burial procession entering a hidden tomb in terrain the PC's recognize. The corpse being laid to rest looks exactly like the PC and has a magical version of the PC's favored weapon/clothing/etc.
•The PC's find a wandering madman that talks of the Crown of Horns. He states the it has charmed the druid Ogian and is trapping him in this region. He pleads for the party to find Ogian and release him from its control.
Sharrven
Sharrven - up until the end of the Empire, the Sharrven mined this area for Mithril. Deep mineshafts dot the region. The mines are all now lost and long covered. The mining camps setup by the Elves have disappeared. Travel off established trails can be dangerous as disturbing an abandoned mineshaft can result in a sinkhole opening up.
Primary Powers
•Few humanoids wander this region and no one has firm control of it.
•A band of Gnolls: hunts the riverside in the Eastern side of the region.
•Fey: Near the border of the Sisters, the Fey are very active. Quicklings are often encountered just out of the foothills.
Mapped Locations
•Iyrithue - one of the remaining active mineshafts of the Elves. Deep Dwarves have occupied this mine and have heavily trapped the entrance from the surface.
Plot Hooks
•A sinkhole has opened up revealing a massive Elven vault. The Elves protective measures (golems, wards, traps) are still in place but those who can get past them will find unspoiled ancient wonders.
•A green dragon has taken up residence in one of the flooded mines. She has convinced the Cult of Dragons that she is on the path to becoming a Lich and is sending them out for components. In reality, she is just enjoying sending them out to cause chaos and harm. Primarily she has sent them against the Fey.
•The Light Fey are holding court in this region. As the PC's move through it, the forest turns more and more Fey influenced. Flower fragrances become stronger, buds show up on trees/bushes out of season. The PC's can be invited to join the celebration, if they refuse, they'll be asked for a gift for the queen. The preferred gift is magical jewelry. If the PC's refuse, the Fey will begin using them for amusement. Pranks and theft will follow the PC's until they leave the area. If the PC's join the celebration, they may be pulled into "Fey Time". Time may drastically speed up or slow down and some who have joined Fey celebrations find that generations have passed in what seemed like a very short time for them.
Sisters
The Sisters - The churned foothills of the Star Mounts is considered by some to be the most beautiful area of Faerun. Silvanus and Mielikki have influenced the area, creating idyllic woodland
and meadows to house beautiful Fey among the
pristine falls of the Unicorn Run.
Primary Powers
•Fey - Many Fey call the area around The Sisters their Home. Tribes of Centaurs have tramped trails around all the foothills to the mountains. Dryads, Sylphs, Pixies and the occasional Leprechaun can be found in the lush meadows around the waterfalls.
•Druids - the followers of many forest gods make pilgrimage to the groves in The Sisters. They take quick action against any that harm the forest or Fey within it.
•Drow - there are several exits from the Underdark in this area and Drow raiding parties can be found lurking through the otherwise peaceful woods.
Mapped Locations
•Endless Caverns - Long ago these caverns were a major city of the Riftdelve Deep Dwarf clan. This underground city was sealed by the Sun Elves of the Siluvanede empire trapping 9000 Dwarves within it. The Dwarves were cursed to an undead state and continue suffering in their city. There are hidden paths through the city that link the upper world to deep into the Underdark.
•Nithrithyinae - At one time this was the royal city of the Sharrven empire. The monarchs extended family all had residences here. When the Fey'ri destroyed the empire, they tore apart this city and left only rubble. 1000's of years of Orcs and Gnolls have picked over the bones of the city leaving very little of anything of worth. Except for the random piles of stones, it's difficult to identify that anything other than forest was ever here.
•Eldathyn Gate - at the headwaters of the Unicorn Run the Eldrath god of quiet places and druid groves made her Prime Material plane Home. Until 1369 DR she resided here. At that time, she opened the Eldathyn gate to her Home realm, the True Grove in Elysium. This gate still stands and is protected by Eldrath druids and clerics.
Plot Hooks
•A Moon elf noble believes he is a descendant of the Sharrven bloodline. He wants to open the door to Nithrithyinae and have the PC's retrieve an artifact for him.
•A band of Drow are abducting Fey from the groves around The Sisters. The PC's need to track them to their lair and discover their goals.
•One of the PC's has contracted a curse that the local clerics have not been able to cure. A seer suggests that a wish may be able to remove it. The leprechauns of the Sisters will grant a wish if one of them can be trapped alive.
South East
Direwood - Long ago the area of Direwood was part of the Netheril empire. In -339 DR a mage cast a terrible spell (Karsus's Folly) bringing about the destruction of the empire. His giant stone form landed in Direwood and the City of Karse was later built around him. Primary Powers
•The Lich Wulgreth is the ultimate power of this area. His minions keep a close eye on anyone foolish enough to intrude. Wulgreth will only personally engage the most powerful of adventurers but has a vast host of powerful undead minions at his command to deal with all others.
Mapped Locations
•Evaliir - the ruined remains of a Sharrven fortress on the Heartsblood river. To delicate spires still rise 20' above the forest canopy.
Their balconies are all blasted and melted from dragon breath.
•Baerel - This was once an Elven village but in - 2770 DR was the site of a key battle between Dlardrageth Fey'ri and Siluvanede warrior mages. Nothing is left of the village proper but legend has it that any Elf passing through is at risk of drawing a demon to the Prime Material Plane in rage.
•Lhuve - The Elven city of Lhuve was abandoned in -2770 after the legendary battle of "The Slaughter of Sharrven". 20,000 demons were slain here over a period of days. The evil chaos that seeped from them still infects the area.
•Karse - This Elven city was abandoned AFTER THE FALL of Ascalhorn and the Lich Wulgreth has made it his lair ever since. Undead of all types hunt this region and Wulgreth has organized them into legions led by Deathknights protecting individual sectors of the Dire Wood. Wulgreth hasn't been heard of since his battle with Galaeron Nihmedu in 1371 DR and may be destroyed.
Plot Hooks
•A group of chaotic priests have opened a portal to the Abyss in Lhuve near the riverside. A vile slime is leaking from the portal into the river and being carried South to the Delimbiyr River. The slime causes insanity to any animal or humanoid that drinks it. The priestess from Merric asks the PC's to investigate and stop the flow of slime.
•Now that Wulgreth is no longer actively ordering his undead legions, they have begun an undead civil war. A lower challenge rating undead encounters the party and asks their help fighting "the undead from Karse".
•The Cult of Karse is trying to reawaken Karse. They have obtained a fragment of the Karsestone and are deep within the City of Karse trying to work it's magic to reawaken the demigod.
South West
Siluvanede - The creators wood is said to have been a capital for the Amphibian creator race. Almost nothing of their creation is left but several new constructions were built on their dwindling sites of power.
Primary Powers
•Humans: Noanar's Hold is a Neutral Evil Human settlement of nearly 200. They are well organized by the governing Hunt Lords. Their primary interest is commerce.
•Orcs: Several orc tribes roam this area.
o Horned Lord, Tanglethorns and Sharpspike tribes hunt the area near Lothen. Combined, the tribes can only muster between 60 and 150 orcs. They are led by Human druids of Malar and fight the Wood Elves to the South. They occasionally will sell prisoners to The Hunt Lords merchants. o Other: A splinter group of the Horned Lord tribe is lurking at the head of Heartblood River. Orcs have also been found at the southern foothills of The Lost Peaks as well as on the Western edge of the forest.
•Wood Elves: The Wood Elves maintain a military force in Siluvanede to monitor and keep the regions Orcs in check. They number about 300 total and are tasked with patrolling the area NW of the Star Mounts.
•Wild elves: A small group of Wild elves hunt the broad valley between Star Mounts and The Lost Peaks. Constantly raided by the nearby Orc Tribes and subject to occasional attacks
from other dangers emerging from the mountains, they are very aggressive and will attack all but the most obvious friend of the forest.
•Fey: The area West of The Lost Peaks houses substantial numbers of Fey creatures. The confluence of rivers and shelter of the mountains has created a zone heavy with broad oaks and rhododendrons. The area houses several Satyr, Dryad and Nymph families that work in cooperation to repel the Orcs and Humans from the West. Closer to the Lost Peaks, bands of Korreds can be found.
Mapped Locations
•Noanar's Hold: This human settlement is ruled by The Hunt Lords, Noanar's Hold has several lavish inns and lodges catering to hunting parties of the Nobles of the Sword Coast. Hunts can consist of any prey for the right price.
•Lothen of the Silver Spires: A beautiful quarter mile wide Elven stone city. A magical aura within the city causes any spells with a duration to misfire and cause a wild magic event. Paper rots away after days of being in the city. Three orc tribes lurk in the area. They are all led by Human druids of Malar. The tribes are weak and were nearly destroyed in 1370 by the human druids of Mielikki.
•Halls of the Four Ghosts: A crumbling abandoned dwarf hold. Haunted by four ghost Dwarves. A well shaft descends from the main hall and connects to the Underdark.
•Former Myth Adofhaer: a broad crater 1/2 mile across marks the location where the mythal-cloaked Silvuanedenn city once stood. Any remaining ruins are from -5300 DR and very difficult to locate.
•Tiru Orindraar: Once a Sharrven fortress city, it was annihilated in -4363 DR by the Fey'ri. A crater exists where the city stood but hidden entrances to the tunnel complex beneath the city still exist. Elven carved grand chambers still stand deep beneath the ground.
•Caddarak: Long ago this was a Dwarven settlement on the Eastern edge of the Dwarven empire. While the stonework of the Dwarven inhabitants still remains, it has been resettled
by Humans and is used as a resupply location for caravans travelling North to Silvermoon.
Plot Hooks
•Characters encounter a caravan carrying exotic beasts (rare beasts from High Forest back to Noanar's Hold. The merchants offer to sell them one of the beasts at a hefty price.
•Characters encounter merchant from Noanar's Hold. He offers map to exotic beasts lair/territory and a high bounty for its return (minus price for resurrect spell if dead).
•A slaver party of Drow are stalking around The Halls of the Four Ghosts.
Star Mounts
This group of mountains rise out of the forest unnaturally. They appear to have been dropped from the sky onto this location. The land to the north of them is particularly flat while the area around the sisters is jagged as if the ground were churned up from the mountains impacting
and pushing the ground up. Steep sloped mountains ascend to the highest peaks in all of Faerun. The highest peaks include Bard's Hill, Mount Vision, and Hunterhorn. Other peaks include Far Peak, Mount Journey and Shadowpeak. The mountain includes veins of pure iron and nickel but no one has been able to mine them due to the predators that hunt the Mountains and tunnels within. There are constant gale force winds that buffet the slopes restricting flight to all but the most powerful flyers. Huge crystals jut from the surface of the mountains and ancient ruins can be found tucked into the many hidden valleys and outcroppings.
Primary Powers
Dragons: Several dragons of legend lair within the Star Mounts.
o Imvaernarho: An ancient red dragon keeps several lairs among the peaks but has hewn a massive complex near the peak of Mt Angaroth. o Cult of the Dragon: Beginning in 1490, Humans began taking pilgrimage to Mt Angaroth. They are unable to ascend it's slopes due to the extreme conditions but are devotees of dragonkind.
•Aarakroca: The bird races eyries are protected by powerful air elementals that prevent flying creatures from approaching the area. The Aarokocra generally fly west from the Star Mounts when heading out to hunt. The Aarakroca are focused on protecting their
broods. The tribes struggled to survive during the heavy storms of the past years and have been fighting to maintain their territory in the Star Mounts against the influx of dragons and other mountain dwelling predators. Orcs: The Orc tribes have long made the Star Mounts a hub for their raids into High Forest. Their Shaman leaders have sworn fealty to the larger dragons in the area and the tribes act as scouts for the great worms.
Underdark: At least one and likely many more entrances to Underdark are located in the foothills and valleys of the Star Mounts. Drow are known to travel East from the Star Mounts
in search of prey. Duergar can be found in many of the lower cave systems and several Stone Giant villages are nestled in the ravines.
Mapped Locations
•Khle'cayre - This is village of Aarakocra nestled in a broad cave in a Cliffside. The cliff is nearly inaccessible to any that can't fly and the 50 or so warrior Aarakocra in the village will assault any that approach.
•Othrilaenthor - A natural cavern that was converted into the royal tomb of the Wood Elves prior to abandoning the Karse region. Sentient trees grow within the cavern and the Elves left powerful magical traps and elementals to deter any who would defile the tomb.
Plot Hooks
•The Aarakroca are being harassed by Drow tunneling up into their aeries. They send an emissary to hire adventurers to venture into the Drow tunnels and exterminate the threat.
•An Orc chieftain has allied with a dragon and rides it to nearby villages extorting payment in return for safety.
•A sage says he knows a safe path into the dragon Imvaernarho's lair. He offers to sell it to the party for a large sum of money.
•Dragons are abducting Teiflings and holding them as slaves. The Dragons have them working gem mines within the Star Mounts. An escaped Teifling begs the adventurers to free his compatriots.
Зерна приключений
Высокий Лес предлагает превосходную отправную точку для авантюристов, благословленных духом первопроходчества. Уникальная история этих диких лесистых мест вместе с беззаконным характером границы Серебряных Маршей обеспечивает твердый баланс сил прошлого и настоящего для постройки приключений.
Забытая мифаль
Ирлэннсцы спрятали много изделий силы и заключили много злых существ, прежде чем их королевство пало, и большинство этих дел давно забыты. Но недавний выпуск заключенных фей'ри из Безымянного Подземелья возбудил большой интерес к раскапыванию других Ирлэннских секретов.
В частности, несколько старых песен на Эльфийском упоминают укрытый мифалью силуванидский город Миф Адофаэр, который ирлэннцы отослали с Фаэруна приблизительно шесть тысяч лет назад. Слухи утверждают, что старый том, объясняющий причины изгнания Миф Адофаэра и определяющий условия, необходимые для его возвращения, недавно был найден в разрушенной библиотеке Иэрлэнна. Организация, известный как Элдрет Велуутра, очень заинтересована городом солнечных эльфов, которые могли бы разделить презрение ее членов к более чем столетнему уменьшению эльфийской силы, и ее агенты неистово ищет пропавший том.
Дорога от Хеллгейта
Столетия назад демоны вырыли под Хеллгейт Килом обширную сеть туннелей под землями, окружающими Высокий Лес. Некоторые из этих проходов связаны с Фардриммом, а другие достигают аж Нетерских Гор и Северного Пика.
Авантюрист-демон по имени Скаууонт (СЕ мужчина бар-лгура (МТ)) теперь использует эти туннели, чтобы сравнительно незаметно путешествовать по области. Он недавно взялся посещать отдаленную деревню, безжалостно убив несколько ее жителей, а затем сбегал по системе туннелей, прежде чем его преступления были обнаружены. Три города — Джалантар в Долине Ровин, Новый Форт в Долине Сундабар и Куаэварр в Лунном Лесу — были терроризированы на прошлой неделе. Все жертвы демона умерли одним и тем же способом — болезненной пыткой медленным потрошением. Власти Серебряных Маршей расстроены, потому что никто не видел преступника и никто не знает о туннелях, перекрещивающих область.
Разграбление Хеллгейт Кипа
Демоны, вырвавшиеся из Хеллгейт Кипа пятьсот лет назад, возвращаются с награбленным в Иэрлэнне, Делзуне и Аммариндаре. Много бесценных семейных реликвий и уникальных сокровищ исчезли в темной яме Хеллгейт Кипа, став игрушками извергов.
Когда Аммариндар и Иэрлэнн пали перед демонами, Арфисты собрали следующие списки чудесных изделий, которые, как они знали, были утеряны в Хеллгейт Кипе.
Аммариндар: Шлем Аоксара +, щит Капитана Аэрада (РИФ), молот Краэммола (РИФ), доспех драконьего сердца Короля Коннара IV (РИФ), перчатка Таарнама Бдительного (РИФ), хлещущий меч Самоса Черепокола (РИФ), пегасовый шлем Клоэта Железной Звезды (РИФ), парные клинки Элайт (РИФ) и Звонок Тирании (РИФ).
Иэрлэнн: Катар Челдаорна (РИФ), Корона Драконьих Слез Шаррвена +, золотой шар Силуваниди +, лечащее копье Ничиаэллы (РИФ),разбивающие мечи Коронала Инлоэта (РИФ), Окутывающая Корона (РИФ), малый посох Сильверимуна +, сердце Тасмии (РИФ), тирсус друида + и наруч Инлоэта (РИФ).
+ Новые предметы, описанные в Главе 10.
Очень немногие из этих изделий были возвращены, несмотря на многие попытки дварфов и эльфов благородных домов. Фактически, многие демоны использовали часть этой древней добычи, чтобы заманить эльфов и дварфов знатного происхождения в ловушку. Искатели сокровищ, надеющиеся вырвать это древнее богатство у демонов, должны сначала получить проход у Турланга и его треантов (см. Лощину Хеллгейта, выше).
Вулканический отсчет
Недавний ряд незначительных землетрясений в Проходе Сильверимуна произвел массивный оползень, обнаживший древнюю крепость Делзуна на склонах Нетерских Гор. И Король Эмерус Корона Войны из Цитадели Фелбарр, и Хелм Друг Дварфов, Владыка Сундабара, провозгласили суверенитет этой крепости и послали гарнизоны, чтобы обезопасить участок. Авантюристы, воры и бандиты со всего протяжения Севера несутся к крепости в надежде заполучить дварфские сокровища, но толчки продолжают раскачивать проход, затрудняя путешествие.
Те, кто движутся к крепости, не знают, что землетрясения сжали магму в глубинах вулканической трещины. С каждым новым сотрясением магма выдавливается все выше, угрожая прорваться через гору и поглотить крепость со всеми ее древними сокровищами. Авантюристы, достигшие этого участка, бегут наперегонки со временем, чтобы спасти что -нибудь из дварфских сокровищ.
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